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Game Physics Cookbook Paperback – March 24, 2017
Purchase options and add-ons
- Print length480 pages
- LanguageEnglish
- PublisherPackt Publishing
- Publication dateMarch 24, 2017
- Dimensions9.25 x 7.52 x 1 inches
- ISBN-101787123669
- ISBN-13978-1787123663
Book recommendations, author interviews, editors' picks, and more. Read it now.
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Editorial Reviews
About the Author
Gabor Szauer
Gabor Szauer graduated from Full Sail University with a bachelor's degree in game development. He has been making video games professionally for over 6 years. He has worked on games for the Nintendo 3DS, Xbox 360, browser-based games, and mobile games. In his free time Gabor makes video games, researches video game-related technologies, and likes to design and construct furniture. Gabor currently resides in San Francisco, working in the mobile game industry.
Product details
- Publisher : Packt Publishing (March 24, 2017)
- Language : English
- Paperback : 480 pages
- ISBN-10 : 1787123669
- ISBN-13 : 978-1787123663
- Item Weight : 1.83 pounds
- Dimensions : 9.25 x 7.52 x 1 inches
- Best Sellers Rank: #1,832,296 in Books (See Top 100 in Books)
- #150 in 3D Graphic Design
- #1,277 in Game Programming
- #4,533 in Software Design, Testing & Engineering (Books)
- Customer Reviews:
About the author

Gabor Szauer graduated from Full Sail University with a Bachelors of Science degree in Game Development. His formal education emphasized a strong understanding of 3D math, game engine architecture and code optimization.
Gabor began making games professionally in 2010, he is fluent with C++ and C# and has a thorough understanding of LUA. Gabor has developed and shipped game titles for iOS, Android, PC (and Mac), Playstation 3 and the Nintendo 3DS.
Outside of work Gabor spends his time writing books, producing educational content and researching new technologies. He also enjoys carpentry and likes to build furniture.
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
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Learn more how customers reviews work on AmazonTop reviews from the United States
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- Reviewed in the United States on October 27, 2024Simple to read, a lot of cool info there.
especially detailed info about for testing collision primitives. Perhaps, this is for first time I see a normal explanation about obb vs obb rather than 'man, just copy that sample and cross finger that it works'
- Reviewed in the United States on July 22, 2017This is is a great book. They say you can’t judge a book by its cover. I say you can judge it by its source code. I bought two other game physics books and this is the only one I successfully converted to C for Mac while reading through it. I searched Google for game physics source code and found this book’s source code on GitHub. I learned the hard way that if you can’t download the source code and the code in the book is not complete don’t buy it! The only thing I would change is to get rid of the 2D chapters and replace them with terrain and plane collision response recipes later on. Also, there are a ton of typos in the recipe descriptions, but the book’s formulas and code worked fine. And I always had the GiHub source code download to refer back to. Note that in the book it mostly explains how to get the physics working and not the OpenGL graphics. However, the GitHub download should have working OpenGL code. If you are looking for a good game physics book, Game Physics Cookbook is the one to buy.
- Reviewed in the United States on February 26, 2019Good book.
Now I can build my flight simulator
- Reviewed in the United States on September 26, 2017If you are new to computer physics programming then this is a must have book. It keeps things simple and direct. Explanations are well done and the math is kept simple. I combined this with the "real time collision detection" book and feel like I have a good grounding in the 3d game physics area. Both books tend to focus on basic shapes and their interactions but also give plenty of good info on using those basic shapes to build more sophisticated physical interactions.
Where this books falls short is in the 2D area, and this is the reason I took away 1/2 star. In one place the 2D code uses a point slope form of the line to compute an intersection and introduces a divide by zero error directly in the code. The other 1/2 star is taken away due to numerous coding errors and inconsistencies throughout the text. Also the errata for the book is practically nil.
But don't let that put you off: the book is an excellent intro to physics programming in general.
Top reviews from other countries
John HagueReviewed in the United Kingdom on December 14, 20203.0 out of 5 stars Could be so much better ...
Whilst this book provides a useful revision for game industry techniques, this edition cannot be recommended to new starters in the field. This is because this edition is packed with typos and mistakes in both text and code snippets. You must use the GitHub code in conjunction to review and iron out these mistakes: which is a disappointing lack of attention to detail before the book went to press.





