18 of 22 people found the following review helpful:
4.0 out of 5 stars
retraining some programmers?, July 19, 2005
This review is from: Mathematics and Physics for Programmers (Charles River Media Game Development) (Paperback)
Kodicek tackles a persistent problem in computing. Many game programmers have either forgotten what physics and maths they learnt, or they never learnt much of it to being with. In programming, you can go a long ways without calculus. Essentially, you are dealing with discrete maths.
But as games have become more sophisticated, they attempt to emulate reality more accurately. In order to attract users who can key off their existing physical intuition. So the gaming industry needs programmers to be trained in the physics and maths. Of course, as the book shows, the physics barely ventures beyond first year undergraduate level dynamics, and the affiliated maths.
So to a physicist or mathematician, this book is not interesting. But for the rest of you, the pseudocode methods should be understandable. And you can translate them into whatever language you work in.
The CD is strictly optional. A good enough programmer can dispense with it.
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6 of 6 people found the following review helpful:
5.0 out of 5 stars
Exactly what I needed, September 23, 2008
This review is from: Mathematics and Physics for Programmers (Charles River Media Game Development) (Paperback)
I took physics, linear algebra, and calculus when I was in college.
Unfortunately, upon getting my IT job developing business applications, I did not have much use for them and when I became interested in game development, I realized that I had forgotten a great deal of information that I learned while I was in school.
I did have my linear algebra and calculus text book, but I misplaced (or sold) my physics book. I first looked online for quick tutorials, but a lot of tutorials left a lot to be desired.
This book briefly reviews the necessary basics which quickly returned to me and later applies them 2d and 3d scenarios.
I especially like the language agnostic approach the author has taken with the pseudocode in the book. The introduction states that no knowledge is assumed from the reader as each following chapter builds on a previous one. While, so far that statement has held true, I do wonder if a reader with absolutely no knowledge linear algebra, trig, calculus, and physics will fully grasp what the author is saying. Nevertheless, I do not see that as a negative since the book would be prohibitively huge it were anymore detailed.
The glossary is a nice inclusion and so far has been thorough enough to find everything what I was looking for.
I am certainly glad that I lost my physics book. Otherwise, I would not have this fine book.
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2 of 3 people found the following review helpful:
2.0 out of 5 stars
Little explination, November 17, 2009
This review is from: Mathematics and Physics for Programmers (Charles River Media Game Development) (Paperback)
I picked this book after reading lots of reviews. I wanted a book that covered game physics and could help me reconnect to the math I was using on the job. But this book, while covering every topic I was interested in does a very poor job of explaining what is going on. The author often throws out a complex equation with no explanation of the terms and transforms the equation into a seemingly different variation with all new terms and zero effort to tie them together. The code is too agnostic, and not useful for reading or using. I am back at amazon looking for a better book, this one is to simple for someone versed in the math and lacks the explanations needed to help someone get back up to speed on the subjects. If you had never had a college physics course or taken calculus you would not be able to get anything out of this book at all.
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