*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics
*Ideal for all budding games programmers, with example code in Java, C#, and C
*Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET
*Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.
|Series:||Books for Professionals by Professionals|
|Edition description:||1st ed.|
|Product dimensions:||7.01(w) x 9.25(h) x 0.30(d)|
Table of Contents
Most Helpful Customer Reviews
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.