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Game Physics Engine Development: How to Build a Robust Commercial-grade Physics Engine for Your Game

Paperback

Main Details

Title Game Physics Engine Development: How to Build a Robust Commercial-grade Physics Engine for Your Game
Authors and Contributors      By (author) Ian Millington
Physical Properties
Format:Paperback
Pages:552
Dimensions(mm): Height 234,Width 190
Category/GenreGames development and programming
ISBN/Barcode 9780123819765
ClassificationsDewey:794.8151
Audience
General
Tertiary Education (US: College)
Edition 2nd Revised edition
Illustrations 100 black & white illustrations, 10 black & white halftones

Publishing Details

Publisher Taylor & Francis Inc
Imprint Focal Press US
Publication Date 9 September 2010
Publication Country United States

Description

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation.

Author Biography

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.

Reviews

Praise for 1st edition: "The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools. "A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code. You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.