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Game Physics In One Weekend [Print Replica] Kindle Edition

4.0 4.0 out of 5 stars 35 ratings

Game Physics In One Weekend is the first book in a series on real time rigid body simulation. The book series is an informal introduction that guides the reader through the process of writing their own simulation. The primary lessons of the first book are focused on writing an impulse based physics simulation between spherical bodies. The second book concentrates on expanding the simulation to general convex shapes with the Gilbert-Johnson-Keerthi algorithm. And the third book introduces constraints to allow for stable stacking, ragdolls, and motors.

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Product details

  • ASIN ‏ : ‎ B08RXT38YN
  • Publication date ‏ : ‎ January 3, 2021
  • Language ‏ : ‎ English
  • File size ‏ : ‎ 3559 KB
  • Simultaneous device usage ‏ : ‎ Unlimited
  • Text-to-Speech ‏ : ‎ Not enabled
  • Enhanced typesetting ‏ : ‎ Not Enabled
  • X-Ray ‏ : ‎ Not Enabled
  • Word Wise ‏ : ‎ Not Enabled
  • Print length ‏ : ‎ 73 pages
  • Format ‏ : ‎ Print Replica
  • Customer Reviews:
    4.0 4.0 out of 5 stars 35 ratings

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Gregory Hodges
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Gregory has a master of science degree in physics from Texas State University. Spent a decade in the game industry, working at id Software. And is currently employed as a programmer at Intel.

Customer reviews

4 out of 5 stars
35 global ratings

Top reviews from the United States

Reviewed in the United States on July 22, 2024
What Not To Expect:
This book doesn't bother with the evolution of physics engines, it skips the whole particle system thing. It doesn't get bogged down in lengthy math explanations. It doesn't give multi-page explanations of equations, and it doesn't get caught up explaining all the different data structures.

What it does do is jump straight into the programming. It does give the equations, then just converts them to code and offers that code up easy pleasy. If you already understand the math (like you took several of those nightmare college physics classes ... ME) then you can just read the equations, read the explanations that go with them, look at the code, and bang Bobs your uncle(who the heck is bob anyway?)! If not, then plan to spend some time figuring out how and why it all fits together.

This book won't get you all the way there. It stops with a rough physics engine that can do some basic stuff. Like it only understands how to collide sphere's. But sphere's are wonderful as they are easy to understand and implement. The other two books in the series do that.

I read the entire first book in one sitting just to get the big picture. It tracks fairly well with other books I have read on the subject, but it is done more briefly. For example, there are no lengthy explanations of Bounding Volume Hierarchies so if you don't know what that is, and/or don't understand how basic data structures work then again, plan to spend time figuring all that out. It skips BSP tree's, Quad Tree's, Oct Tree's, ect. and offers a basic data structure to use as the BVH. This gets things going, then allows you to go for the more fancy algorithms at your leisure. And like I said at the beginning, it skips the history and the particle system stuff.

Overall I found the explanations easy to follow and understand. I found the math largely easy to follow and understand. I did feel like the occasional item was pulled out of thin air, but overall I think its a good read worth the three bucks being asked.
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Reviewed in the United States on August 24, 2021
This book took me from no collision detection to having a full physics sim running in my own engine, each step was very clear, a very logical progression and evolution that any programmer can follow.

On Git Hub there are two repositories of code, one is a blank skeleton that allows you to get implementing without needing your own engine, also a completed code repo so you can compare your results and code as you follow the book through to the full implementation.

Each chapter builds on the previous until you are running a full realtime physics sim.

Very cool can't wait to implement book 2.
Reviewed in the United States on January 14, 2024
the author did not make this accessible on amazon's web reader, which means it is impossible to access this on linux devices.
Reviewed in the United States on August 25, 2021
I just started reading and after a few pages, noticed two things that need urgent improving in this book for being a 'weekend' reading: The code provided IS ALMOST NOT COMMENTED, so you have to basically deduce for yourself what does every method on the vector classes, matrix classes do, etc. No mention whatsoever to why do we need three vector or matrix classes or what are their differences. That is for the reader to guess or figure out reading 20 pages of pure C++ code.
The second thing to improve, is the reasoning. Sorts of "ok, let's start building something so we will use vector2". Why number 2, after introducing three vector classes? No explanation to any choice made on the design. Just follow along. It all reads like a teacher doing a revision of physics like "don't mind the code, just download and run the simulation to see what it does".
I downloaded the companion code to see if there was more material or comments, but it only saves the copy-paste from the book itself.
I would have loved to find some more tutoring on what's going on instead of pages and pages of undocumented code and no reasoning on its inner workings. The physics explanations are ok and the hand drawings appreciated, but the book leaves a taste of a teacher in a hurry to end the lesson before the 'weekend' is gone, hasting in every explanation before the bell rangs.
Reviewed in the United States on August 2, 2021
Not only does this title *not* work on Kindle e-reader, it also lacks navigational links in the Kindle apps. However, the content is fairly good. Just be aware that this edition is not geared toward convenience.
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Reviewed in the United States on August 18, 2021
Additionally, a lot of " //TODO: Add Code " i.e, missing code in the git repository. For example, Body class doesn't match between book and source code! Explanations of concepts are superficial, as well. At least, provide a reference (e.g. wikipedia article) to the concepts if you're not going to elaborate further.
Reviewed in the United States on June 8, 2023
- code not consistent with book
- not enough explanation of concepts, very surface level/superficial. Had to read many other articles to understand what the author leaves out

The author needs to approach with the practice of first principles, and yets starts way ahead, explaining concepts which require explanation of the fundamentals underlying those concepts.

Top reviews from other countries

Clay John
2.0 out of 5 stars Format incompatible with Kindle + Kindle Web
Reviewed in Canada on March 31, 2023
I would like to write a positive review. However, it appears this book can only be read on the Kindle for Android application. I own a Kindle Paperwhite and I use the Kindle web-based reader and the book is not compatible with either. The only place I can read it is on the Kindle for Android app which is highly problematic as the content is clearly designed for letter-sized pages and is incredibly difficult to read on a phone screen.
BioAbner
5.0 out of 5 stars MUST for beginners in Videogame Physics
Reviewed in Mexico on May 30, 2022
This book is a must for anyone starting on videogame physics. You wouldn't believe how much it helped me on my own game engine. It especially helped me with the topic of friction. Which I hadn't found in other books (Or at least not explained so simply).

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