Game Physics Engine Development

Regular price €69.99
A01=Ian Millington
Accompanying Source Code
Author_Ian Millington
body
Category=UMK
Closing Velocity
collision
Collision Detection
Collision Detection System
Collision Geometry
Collision Resolution
computational mechanics
Const Vector3
constraint solvers
Contact Coordinates
Contact Normal
detection
duration
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
file
File Src
force
Force Generators
friction modelling
Game Developer
generators
Inertia Tensor
Infinite Mass
interactive simulation programming
Inverse Inertia Tensor
Inverse Mass
Mass Aggregate Physics
numerical integration
Orientation Quaternion
Physics Engine
real
Real Duration
rigid
Rigid Body
Rigid-Body Physics
RigidBody Class
simulation algorithms
Special Case Code
src
The Mathematics of Particles
The Particle Physics Engine
Torque Generators
undergraduate physics curriculum
What is Game Physics?
Wo
World Coordinates

Product details

  • ISBN 9780123819765
  • Weight: 1040g
  • Dimensions: 191 x 235mm
  • Publication Date: 23 Jul 2010
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Paperback
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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. 

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.