Palmer, Grant,

Physics for game programmers / Grant Palmer. - xxv, 444 pages : illustrations ; 24 cm. - Books for professionals by professionals . - Books for professionals by professionals. .

A one-stop resource for building physics-based realism into your games--Cover.

Includes bibliographical references and index.

Adding realism to your games -- Some basic concepts -- Basic Newtonian mechanics -- Basic kinematics -- Projectiles -- Collisions -- Sports simulations -- Cars and motorcycles -- Boats and things that float -- Airplanes -- Rockets and missiles -- The physics of solids -- Explosions -- Lasers -- Probabilistic and Monte Carlo simulations.

"This book illustrates how to infuse compelling and realistic action into game programming—even if you don’t have a college-level physics background! This book covers the basic physics and mathematical models and then shows clearly how to implement them basics to accurately simulate the motion and behavior of cars, planes, projectiles, rockets, and boats. This book is neither code heavy or language-specific, and all chapters include unique, challenging exercises to solve. This fun book also includes historical footnotes and interesting trivia. The style will be light and conversational, and all physics jargon will be properly and clearly explained."--Publisher description.

159059472X 9781590594728

2006530947


Physics.
Video games--Design

QA76.76.C672 / P24 2005 QC23.2 / .P355 2005

794.81536