Physics for Game Programmers / Edition 1

Physics for Game Programmers / Edition 1

by Grant Palmer
4.0 1
ISBN-10:
159059472X
ISBN-13:
9781590594728
Pub. Date:
04/19/2005
Publisher:
Apress

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Overview

Physics for Game Programmers / Edition 1

*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.

Product Details

ISBN-13: 9781590594728
Publisher: Apress
Publication date: 04/19/2005
Series: Books for Professionals by Professionals
Edition description: 1st ed.
Pages: 472
Product dimensions: 7.01(w) x 9.25(h) x 0.30(d)

Table of Contents

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Physics for Game Programmers 4 out of 5 based on 0 ratings. 1 reviews.
Guest More than 1 year ago
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.