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Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology) 1st Edition

4.1 out of 5 stars 10 customer reviews
ISBN-13: 978-0123694713
ISBN-10: 012369471X
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Editorial Reviews

Book Description

A practical guide to building physics engines for the math challenged

About the Author

Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.
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Product Details

  • Series: The Morgan Kaufmann Series in Interactive 3D Technology
  • Hardcover: 480 pages
  • Publisher: CRC Press; 1 edition (March 7, 2007)
  • Language: English
  • ISBN-10: 012369471X
  • ISBN-13: 978-0123694713
  • Product Dimensions: 9.4 x 7.9 x 1.1 inches
  • Shipping Weight: 1.4 pounds
  • Average Customer Review: 4.1 out of 5 stars  See all reviews (10 customer reviews)
  • Amazon Best Sellers Rank: #1,299,893 in Books (See Top 100 in Books)

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Customer Reviews

Top Customer Reviews

Format: Hardcover
This book serves as a good introduction to many topics one would fine useful for implementing a physics engine. The writing is very clear, and even a high school student with a good background in mathematics shouldn't have much difficulty comprehending most chapters. Professional developers should probably just stay clear of this book, and go straight to Dave Eberly's "Game Physics." Don't expect to find a robust physics engine in this book either. All demos are pretty rudimentary, poorly organized and even buggy. Nevertheless, true beginners should still find the code easy to read and understand.
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Format: Hardcover
I found it a good read, and you can in most cases get a feel for what the writer is trying to achieve....he puts across the basic principle and then goes into a few ways of how you would compensate for such things, such as wobbling on the ground, multiple collisions etc. i.e. Introducing a few bodges etc to get a realistic look...rather than follow the maths to the letter.

Its not what I'd call a basic book which usually cover a lot of spheres and single point collisions, but then its not as advanced as eberlys....its a good intermediate book...definetly worth a read if your new to physics.

Happy coding =)
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Format: Hardcover
I've been trying to develop my own game physics engine for some time and I have tried with several books but this is the first one that helped me to start developing real engine. Other books are either too theoretical or implement each concept independently while engine requires concepts to be implemented in a generic way.
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Format: Hardcover Verified Purchase
This book is written well, and is easy to read. There is math where there needs to be, but it's not overwhelming. The author purposely doesn't dive too deep into certain topics, but points you to references for further reading, and by the end of the book, you've gone through the basics of putting together your own simple, easy to understand 3d physics engine. Granted, it only does basic rigid body simulation, but that's what most will want out of it anyways. Again, there are brief discussions of further development and references of material to follow up with in those cases.
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Format: Hardcover Verified Purchase
Seriously you know Box2D this will help you make that and more. whats really nice is he doesnt walk you through GUI so you can just make your own to it. Not recommended for those weak in programming however definetly for those with a strong Game GUI and Game concept background. Also make sure you know how to do collision detection on your own in 2d before you approach this book.
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