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Physics for Game Developers (Paperback)

by David Bourg (Author)
3.8 out of 5 stars See all reviews (28 customer reviews)

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Editorial Reviews

Amazon.com Review
Aimed at the game developer or student/hobbyist interested in physics, Physics for Game Developers reviews all the math for creating realistic motion and collisions for cars, airplanes, boats, projectiles, and other objects along with C/C++ code for Windows. While this authoritative guide isn't for the math-averse, the author's clear presentation and obvious enthusiasm for his subject help make this book a compelling choice for anyone faced with adding realistic motion to computer games or simulations.

It's the clear, mathematical presentation here that makes this title a winner. Starting with the basics of Newtonian mechanics, the author covers all the basic equations needed to understand velocity, acceleration, kinematics, and kinetics, among other concepts. A knowledge of college math (including calculus) is assumed. (Appendices review the basics of matrix and quaternion mathematics for those needing a refresher.)

Central to this book is its presentation of modeling projectiles, airplanes, ships, and cars. The author first presents essential mathematical concepts for each kind of object (for instance, pitch, yaw and roll, and lift for airplanes; modeling fluid drag for ships; and braking behavior for cars). For many chapters, Bourg then presents Windows-based DirectX programs in C++ to illustrate key concepts. For example, you can experiment with different parameters to view a cannonball's path. (On their own, these programs make this book a great companion text to any advanced high school or college physics course since students can see the effect of each variable on the behavior of each body in motion for a variety of equations.)

Modeling collisions is a central concern here (a necessity, of course, for action games). To this end, the author provides collision detection and the mathematics of 3-D rigid bodies for simulating when bodies collide. As the sample programs get more involved, the author discusses techniques of tuning parameters for performance. A standout chapter here models a fluttering flag using particle systems.

In all, this text proves that physics and computers are a perfect match. The author's patient and clear mathematical investigations of common formulas and concepts can add realistic motion to any computer game, as well as help teach essential concepts to any student or hobbyist who's interested in physics and doesn't mind a little college-level math. --Richard Dragan

Topics covered: Mathematical formulas and sample C/C++ code for physics for simulations and games, basic concepts in physics, Newton's Laws of Motion, coordinate systems and vectors; mass, center of mass and moment of inertia; kinematics (velocity and acceleration), constant and nonconstant acceleration, 2-D and 3-D particle kinematics, rigid body kinematics, angular velocity and acceleration, force (force fields and friction, fluid dynamic drag, buoyancy, springs and dampers, torque), 2-D, 3-D, and rigid body kinetics; collisions (impulse-momentum, impact, linear, and angular impulse), projectiles (simple trajectories, drag, the Magnus Effect, variable mass), simulating aircraft (geometry, lift and drag, controls), simulating ships (flotation, volume, resistance, and virtual mass), simulating hovercraft and cars (including stopping distance and banking during turns), basic real-time simulations (integrating equations of motion, including Euler's Method), 2-D rigid body simulator, implementing collision response (including angular effects), rigid body rotation (rotation matrices and quaternions), 3-D rigid body simulator for an airplane (including flight controls and rendering), multiple bodies in 3-D (including implementing collisions), particle systems, reference tutorials for vector, matrix, and quaternion mathematical operations.

Product Description
Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for enriching games with physics-based realism. Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Although you don't need to be a physics expert to understand Physics for Game Developers, the author does assume you have a basic college-level understanding of classical physics. It should also be noted that the examples are written in standard C and use Windows API functions.

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Product Details

  • Paperback: 336 pages
  • Publisher: O'Reilly Media, Inc.; 1st edition (November 15, 2001)
  • Language: English
  • ISBN-10: 0596000065
  • ISBN-13: 978-0596000066
  • Product Dimensions: 9.1 x 7 x 0.9 inches
  • Shipping Weight: 1.5 pounds (View shipping rates and policies)
  • Average Customer Review: 3.8 out of 5 stars See all reviews (28 customer reviews)
  • Amazon.com Sales Rank: #223,636 in Books (See Bestsellers in Books)

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Customer Reviews

28 Reviews
5 star:
 (8)
4 star:
 (8)
3 star:
 (9)
2 star:
 (3)
1 star:    (0)
 
 
 
 
 
Average Customer Review
3.8 out of 5 stars (28 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
38 of 41 people found the following review helpful:
4.0 out of 5 stars A good place to start, April 5, 2002
By Dave Astle (GameDev.net) - See all my reviews
(REAL NAME)   
This book provides a good starting point for anyone looking to introduce more realistic physics into their game. It provides an overview of the laws of mechanics, focusing on rigid body and particle dynamics. It then takes these principles and applies them to specific simulations which often come up in games, such as projectiles, cars, airplanes, and hovercraft. The math is simplified, so the results are not always completely accurate, but they should be good enough for many games.

The book does have several shortcomings which prevent it from being a great book, the most important of which is that the content is fairly limited. It's less than 300 pages, and a significant amount of space (especially in the later chapters) is taken by source code listings. Of course, this is somewhat offset by the book's relatively low price.

If you buy this expecting it to be the ultimate guide to physics in games, you'll be disappointed. However, if you buy it as an introduction to physics in games (which how it's intended to be used), I think you'll be happy with it.

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20 of 22 people found the following review helpful:
3.0 out of 5 stars Rather disappoints on the physics, lots of examples., December 12, 2001
By Stephen Lepp "lepp" (Las Vegas, NV USA) - See all my reviews
It would probably not be impossible to learn the physics you need for your game simulation from this book, but it would be difficult. The presentation often lacks much physical insight. This may be intentional as to make the book read easier to a non-specialist, but I think it is a mistake.

As an example, the simple trajectory problem, launch a particle in constant acceleration with no friction, is presented here as four separate problems; launch a particle with target at same height, launch a particle with target higher, launch a particle with target lower and launch a particle horizontally with target lower. No physicist would approach the problem this way, it is absolutely trivial to present them all as the same problem with the same general solution.

Occasionally the book lapses with just outright errors. The most serious so far I've seen is the cylinder rolling down a plane without slipping is solved by assuming the frictional force is the static coefficient of friction times the normal force. In fact, the force can be any amount less then this. As a result the solution given has the funny property that it will roll up the plane for small angles.

The book isn't all bad, and may well serve it's primary purpose, which I assume, is to give a litany of examples that game developers may paste into their games. It certainly has lots of examples, and most are correct physics, still, perhaps with my bias as a physics professor, I was hoping for a bit more physical insight into the problems.

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32 of 38 people found the following review helpful:
4.0 out of 5 stars Good overview, easy to understand even for non-scientists, December 6, 2001
By Joerg Plewe (Muelheim, NRW Germany) - See all my reviews
David gives an overview to basic physical and numerical principles and than describes the forces occuring in a couple of typical systems: projectiles, planes, ships, hovercrafts, cars. After that some issues on collision detection, integration and many-body-system are discussed.

The overall mathematical level is 'easy'.
David does not dig deeper into mechanics than it is necessary for a game.

The book is usefull for a beginner but also deserves the 'knowing' as a good cookbook for the games-level.

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Most Recent Customer Reviews

3.0 out of 5 stars Rocks for jocks this ain't.
David M. Bourg, Physics for Game Developers (O'Reilly, 2002)

It seems to me that when you're confronted with a book title like Physics for Game Developers, you see... Read more
Published 1 month ago by Robert P. Beveridge

3.0 out of 5 stars Shallow
This book covers most of the physics problems that a game developer may face. From the basic laws of motion to car and aircraft simulation. Read more
Published 23 months ago by Aleph

5.0 out of 5 stars Good book for flash games
It gives a decent coverage on 2D and math vectors before it jumps right into kinetics, rigid bodies, momentum, torque, etc. Read more
Published on March 24, 2007 by Yohami Zerpa Gonzalez

3.0 out of 5 stars Well written, with a few problems
I would have rated this book as great, but:

1 - Why in the name of everything that is good and wholesome would anyone use imperial units when writing about physics... Read more
Published on September 25, 2006 by Phread

4.0 out of 5 stars Good introduction to physics in game applications
If you wish to add more realistic environment interaction or object behavior to your games, you will benefit from this book. Read more
Published on January 27, 2006 by calvinnme

3.0 out of 5 stars Poor code examples, unfortunately
If it wasn't for the poor code examples, I would have rated this book four stars.

The problem is, instead of building new examples on previous ones, author has... Read more
Published on January 1, 2006 by Jani Miettinen

5.0 out of 5 stars Physics guy
This book is superb in his examples for anyone who understands 3-d programming but is lacking physics in there game. Read more
Published on September 20, 2005 by Bruce Rubinstein

2.0 out of 5 stars Quite comprehensive, but has some flaws
This book had a few disappointments. The biggest was that it uses imperial units for everything (prepare for feet per second, pounds per square inch, etc). Read more
Published on July 27, 2005 by Mr. Simon D. Howard

4.0 out of 5 stars Two suggestions for the author
1) Please, for the love of god, use SI units.
2) Code examples in OpenGL for easy portage to Mac OSX / Linux / *BSD. DirectX is not very friendly. Read more
Published on February 5, 2005 by Z. Bagnall

2.0 out of 5 stars Archaic units and sparse context saps potential
While the book has some value (primarily owing to its choice of topic and introductory level), the impact it might have is greatly reduced by its examples reliance on non-metric... Read more
Published on May 4, 2004 by A. M. Lovell

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