Physics for Game Developers, 2nd Edition


If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices.

Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team.

  • Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response
  • Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia
  • Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls
  • Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays
  • Capture 3D sound effects with the OpenAL audio API

Table of Contents
Part I: Fundamentals
Chapter 1. Basic Concepts
Chapter 2. Kinematics
Chapter 3. Force
Chapter 4. Kinetics
Chapter 5. Collisions
Chapter 6. Projectiles

Part II: Rigid-Body Dynamics
Chapter 7. Real-Time Simulations
Chapter 8. Particles
Chapter 9. 2D Rigid-Body Simulator
Chapter 10. Implementing Collision Response
Chapter 11. Rotation in 3D Rigid-Body Simulators
Chapter 12. 3D Rigid-Body Simulator
Chapter 13. Connecting Objects
Chapter 14. Physics Engines

Part III: Physical Modeling
Chapter 15. Aircraft
Chapter 16. Ships and Boats
Chapter 17. Cars and Hovercraft
Chapter 18. Guns and Explosions
Chapter 19. Sports

Part IV: Digital Physics
Chapter 20. Touch Screens
Chapter 21. Accelerometers
Chapter 22. Gaming from One Place to Another
Chapter 23. Pressure Sensors and Load Cells
Chapter 24. 3D Display
Chapter 25. Optical Tracking
Chapter 26. Sound

Appendix A. Vector Operations
Appendix B. Matrix Operations
Appendix C. Quaternion Operations
Appendix D. Bibliography

Book Details

  • Paperback: 578 pages
  • Publisher: O’Reilly Media; 2nd Edition (April 2013)
  • Language: English
  • ISBN-10: 1449392512
  • ISBN-13: 978-1449392512
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