Physics for Game Programmers / Edition 1

Paperback (Print)
Buy New
Buy New from BN.com
$33.28
Used and New from Other Sellers
Used and New from Other Sellers
from $1.99
Usually ships in 1-2 business days
(Save 95%)
Other sellers (Paperback)
  • All (13) from $1.99   
  • New (7) from $28.38   
  • Used (6) from $1.99   

Overview

Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming even if you dont have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior of cars, planes, projectiles, rockets, and boats.

This book is neither code heavy nor language specific, and all chapters include unique, challenging exercises for you to solve. This unique book also includes historical footnotes and interesting trivia. You’ll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained.

Read More Show Less

Editorial Reviews

From Barnes & Noble
The Barnes & Noble Review
Great graphics aren’t enough: Highly realistic games follow the rules the world actually operates on. Those rules are called physics. But you don’t need to be Einstein to create realistic collisions and weapon fire. You just need this book.

In Part I, Grant Palmer covers all the physics you’ll need: basic Newtonian mechanics, kinematics, projectiles, gravity, aerodynamic drag, wind and spin effects, and so forth. (Relax: if you remember your high school algebra and trig, you should be fine.)

Next, you’ll put the physics to work: in sports simulations, cars, motorcycles, boats, airplanes, rockets, missiles, ballistic impacts, explosions, lasers, and more. There’s even a concise introduction to probability in game programming. Along the way, Palmer presents plenty of sample Java code; you can find C or C# equivalents on the book’s web site. Bill Camarda, from the July 2005 Read Only

Read More Show Less

Product Details

  • ISBN-13: 9781590594728
  • Publisher: Apress
  • Publication date: 4/20/2005
  • Series: Books for Professionals by Professionals
  • Edition number: 1
  • Pages: 472
  • Sales rank: 1,331,032
  • Product dimensions: 0.96 (w) x 9.25 (h) x 7.50 (d)

Meet the Author

Grant Palmer is the author of the acclaimed Java Programmer's Reference and is a recognized expert in both the C# and Java languages. Grant has worked as a scientific programmer in the Space Technology Division at NASA's Ames Research Center for the past 20 years. This has involved working with Java since 1996, developing programs for scientific applications as well as converting older FORTRAN and C applications to the Java and C# platforms.

Read More Show Less

Customer Reviews

Average Rating 4
( 1 )
Rating Distribution

5 Star

(0)

4 Star

(1)

3 Star

(0)

2 Star

(0)

1 Star

(0)

Your Rating:

Your Name: Create a Pen Name or

Barnes & Noble.com Review Rules

Our reader reviews allow you to share your comments on titles you liked, or didn't, with others. By submitting an online review, you are representing to Barnes & Noble.com that all information contained in your review is original and accurate in all respects, and that the submission of such content by you and the posting of such content by Barnes & Noble.com does not and will not violate the rights of any third party. Please follow the rules below to help ensure that your review can be posted.

Reviews by Our Customers Under the Age of 13

We highly value and respect everyone's opinion concerning the titles we offer. However, we cannot allow persons under the age of 13 to have accounts at BN.com or to post customer reviews. Please see our Terms of Use for more details.

What to exclude from your review:

Please do not write about reviews, commentary, or information posted on the product page. If you see any errors in the information on the product page, please send us an email.

Reviews should not contain any of the following:

  • - HTML tags, profanity, obscenities, vulgarities, or comments that defame anyone
  • - Time-sensitive information such as tour dates, signings, lectures, etc.
  • - Single-word reviews. Other people will read your review to discover why you liked or didn't like the title. Be descriptive.
  • - Comments focusing on the author or that may ruin the ending for others
  • - Phone numbers, addresses, URLs
  • - Pricing and availability information or alternative ordering information
  • - Advertisements or commercial solicitation

Reminder:

  • - By submitting a review, you grant to Barnes & Noble.com and its sublicensees the royalty-free, perpetual, irrevocable right and license to use the review in accordance with the Barnes & Noble.com Terms of Use.
  • - Barnes & Noble.com reserves the right not to post any review -- particularly those that do not follow the terms and conditions of these Rules. Barnes & Noble.com also reserves the right to remove any review at any time without notice.
  • - See Terms of Use for other conditions and disclaimers.
Search for Products You'd Like to Recommend

Recommend other products that relate to your review. Just search for them below and share!

Create a Pen Name

Your Pen Name is your unique identity on BN.com. It will appear on the reviews you write and other website activities. Your Pen Name cannot be edited, changed or deleted once submitted.

 
Your Pen Name can be any combination of alphanumeric characters (plus - and _), and must be at least two characters long.

Continue Anonymously
Sort by: Showing 1 Customer Reviews
  • Anonymous

    Posted May 20, 2005

    simple physics

    The level of physics here is around a typical first year undergraduate physics course. Concentrating on kinematics. Unsurprisingly, because most videogames depict things in motion. Hence, if you've already had that amount of physics, you are in good shape for the book. You can now focus on the coding aspects. The entire book is about simulations. The code isn't that difficult to grasp. Perhaps the hardest aspect to some readers will be reconciling the two mindsets. How do you map from a set of physics equations to a computational representation? The book also slides into object oriented programming. Useful if you are new to this idea. The simulations of various bodies lends to a very natural projection of a code object (a 'class') onto a physical object that it simulates. Good pedagogy.

    Was this review helpful? Yes  No   Report this review
Sort by: Showing 1 Customer Reviews

If you find inappropriate content, please report it to Barnes & Noble
Why is this product inappropriate?
Comments (optional)