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From Barnes & NobleThe 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