Game Physics Engine Development
Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics.
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Ce livre est adapté pour quelqu'un qui ne connait pas très bien la physique et les maths en rapport.
Pour ma part j'ai commencé par celui d'Eberly, et donc celui ci m'a paru assez fade, de plus il ne traite pas du coeur du problème, à savoir la collision response des resting et collidings contacts avec les LCP
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Game Physics Engine Development: How to Build a Robust Commercial-Grade ...
No preview available - 2010