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PhysX Programming (Premium Edition) DVD-ROM – March 23, 2013


My name is Ole Holthe, and I am the author of this introductory course in PhysX Programming. I have been working with computer graphics for the last 10 years on many multimedia technologies and solutions. I have worked as a consultant for FEDEM, NRK, Telenor and NextGenTel. I developed an interest for teaching during my PhD studies in the period 2003 to 2010. Since then, I have been working towards teaching, enabling and assisting in the design and development of games with educational content and good ethical values.

This course provides an introduction to NVIDIA PhysX 3.2 programming. The course assumes that the viewer has general C++ programming experience. The course introduces core concepts and shows how to make simple demonstration applications. The PhysX SDK is relatively large and can be difficult for a beginner or intermediate game developer to learn and use. We have designed this course to be as simple as possible and to offer example demonstration applications that are as simple as possible. This course will "have you up and running" with PhysX in your game or application in no time.

We will use the following free software: Microsoft Visual Studio 2012 Express, NVIDIA PhysX 3.2.1 SDK and PhysX Visual Debugger 2.1.

You may optionally also wish to use the following free software: Blender, DirectX SDK, NVIDIA Graphics SDK 11 and NVIDIA PhysXLab.

This course uses the same presentation form that is common at universities/colleges for offering a highly efficient and qualitative educational experience. The DVD-ROM contains 21 classes, with source code examples. The overall goal of Geelix courses is to teach how to design and develop serious computer games and edutainment. The course has a short motivational part, in the introduction and at the end, that also encourages christian values in computer games.
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Editorial Reviews

Review

Review by Adam Moravanszky
ENGINEERING MANAGER, PHYSX SDK TEAM, NVIDIA

After graduating from the Swiss Federal Institute of Technology with a Master's degree in computer science, Adam cofounded and became chief software architect of NovodeX AG, laying the groundwork for one of the world's most widely adopted game physics SDKs. NovodeX was later acquired by AGEIA Technologies where he continued to drive PhysX technology as a software architect. Following AGEIA's acquisition, Adam is responsible for the PhysX SDK team at NVIDIA.

Ole's course on PhysX 3.2 is a good introduction on the subject that I can recommend to anyone who would like to get started with programming interactive physics using our SDK. It contains an overview of our feature set with deep dives into the most important areas of functionality, illustrated with a string of very simple and concise examples. The material presented as videos is very easy to understand and complements our written documentation quite well, especially as it provides individual steps for learning while also referencing the documentation directly for details on advanced topics. --Adam Moravanszky (NVIDIA)

Product details

  • Publisher ‏ : ‎ Grid Publishing
  • Publication date ‏ : ‎ March 23, 2013
  • Edition ‏ : ‎ Premium Edition
  • Language ‏ : ‎ English
  • Print length ‏ : ‎ 1 pages
  • ISBN-10 ‏ : ‎ 8293179112
  • ISBN-13 ‏ : ‎ 978-8293179115
  • Item Weight ‏ : ‎ 8.8 ounces

About the author

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Ole Holthe
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My name is Ole Holthe, and I am the author of these introductory courses in DirectX 11 Programming, Shader Programming, 3D Modeling in Blender 2.61, and PhysX Programming. I have been working with DirectX, shaders, 3D modeling and PhysX for the last 10 years. I have worked as a consultant for NRK, Telenor FoU, NextGenTel and FEDEM in Norway. I finished my PhD thesis on multimedia presentation for IP networks in 2010 at NTNU in Norway. I started Geelix in 2008 for teaching and assisting with design, development, and publishing of serious computer games with educational content and good ethical values.

Research and development:

My work is currently focusing on future grid-based computer game engines; collaborative game design and development; and remote play techniques. I focus exclusively on enabling serious computer games with educational content and good ethical values. Much of my work has been performed at the Norwegian University of Science and Technology. I have also worked with University of California, Berkeley. My work is sponsored, entirely, by Gridmedia Technologies AS, with financial support from the Research Council of Norway. We are associate partners in the European Network of Excellence for Serious Games. I also serve as Vice Chairman and Secretary on the board of directors of the Norwegian Signal Processing Society.

Scientific community publications (short list):

- Ole-Ivar Holthe. "A Multimedia Presentation Framework for Web 3.0 Computer Game Experiences." IEEE MultiMedia, October-December 2010, Vol. 17, No. 4, pp. 70-79.

- Ole-Ivar Holthe. "Geelix InGame: Searching for Serious Games." Proceedings of the 7th IEEE Consumer Communications and Networking Conference 2010.

- Ole-Ivar Holthe. "Player GX: Safer Content Only Techniques." Proceedings of the 7th IEEE Consumer Communications and Networking Conference 2010.