Physics for Game Programmers

by Apress

$44.99
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Average Rating: * * * * half star
Sales Rank:443855 (lower is better)
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Label:Apress
Pages:472
Binding:Paperback
Publication Date:2005-04-20
Published By:Apress
ASIN:159059472X
Category:Book

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Editorial Reviews and Product Descriptions

Product Description

First, you can get the source code directly from Apress' website. Second...the implementations are in simple terms. Third...(Grant Palmer's) book is full of trivia about physics that are just plain fun to read.

— InkBlog: The Random Musings of David Weller

As far as the style of the book goes, I think that's actually where it really shines. The author has a way of explaining things that's thorough without being verbose.

— Craig Andera, Pluralsight

Physics for Game Programmers shows you how to infuse compelling and realistic action into game programmingeven 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. Youll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained.

Customer Reviews

Very nice book - Reviewed on 2008-10-01
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1 customer found this review helpful, 1 did not.

This is a very nice book, with a simple language, easy to understand, if you aren't a physic or math professional.
The formules are clean and light to put in your game source without down your hardware performance.
Excellent Beginner's Book - Reviewed on 2008-05-08
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2 customers found this review helpful.

This book gently introduces the reader to physics useful for game programming. It doesn't try to be a PhD thesis (thank you, Grant!), which makes it easily approachable by someone with a solid grasp on Algebra (Trigonometry knowledge helps, but lacking it won't hurt much).

Although the base material can be found in any good physics textbooks, the value here is in weeding out the unwanted fluff present in most textbooks, and presenting the material in plain language along with the equations. You would likely have to spend many times this book's cover price, and spend many time the hours weeding out the nonsense. Grant strikes an excellent balance between mathematical correctness and easy reading.

Do yourself a favor, and save a spot on your bookshelf for this title. It's easily worth twice its asking price, and I'm ecstatic at this book's great bang for the buck.
Practical physics for game programmers - Reviewed on 2008-01-25
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2 customers found this review helpful.

This title is also suitable for people with weak knowledge about math and gives easy to understand examples from everyday life. The physics models themselves didn't go very deep under the topic but rather handled more common approaches to the problems which is often the case on game related physics.

Chapter covering collisions were a bit too superficial to my taste but it's understandable since subject in all of it's complexity would form a book on it's own. Also all the examples were written in common Java rather than in pseudo code but works well for the purpose.

In overall this book is good starting point for game related physics but lacks profound optimization for large scale physic environment.
Java Game Programming Book - Reviewed on 2006-08-06
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4 customers found this review helpful, 4 did not.

I was pleasantly surprised to learn that this is a Java game programming book as all of the source code examples are in Java. The mathematics are not overwhelming and I found it to be a useful review of physics. I plan to apply what I learned to both game programming and academic simulation projects. I recommend.
This book rocks - Reviewed on 2006-03-06
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6 customers found this review helpful, 1 did not.

I used the equations in the "Cars" chapter of this book to write a sweet street racing game for my senior project. I'm not real good at math or physics but I could easily follow the explanations. It was the only game physics book I could find that gave the equations for acceleration based on engine torque. Great book.
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