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Game Physics - 03 edition

Game Physics (ISBN10: 1558607404; ISBN13: 9781558607408)
ISBN13: 978-1558607408
ISBN10: 1558607404

Summary: ''I keep at most a dozen reference texts within easy reach of my workstation computer. This book will replace two of them.''Ian Ashdown, President, byHeart Consultants Limited ''Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to Game Physics, all this info
rmation is now available in a single, easily accessible volume. Dave has yet again produced a must-have book for game technology programmers everywhere.'' Christer Ericson, Technology Lead, Sony Computer Entertainment ''Game Physics is a comprehensive reference of physical simulation techniques relevant to games and also contains a clear presentation of the mathematical background concepts fundamental to most types of game programming. I wish I had this book years ago.'' Naty Hoffman, Senior Software Engineer, Naughty Dog, Inc. ''Eppur si muove . . . and yet it moves. From Galileo to game development, this book will surely become a standard reference for modeling movement.'' Ian Ashdown, President, byHeart Consultants Limited ''This is an excellent companion volume to Dave's earlier 3D Game Engine Design. It shares the approach and strengths of his previous book. He doesn't try to pare down to the minimum necessary information that would allow you to build something with no more than basic functionality. Instead, he gives you all you need to begin working on a professional-caliber system. He puts the concepts firmly in context with current, ongoing research, so you have plenty of guidance on where to go if you are inclined to add even more features on your own. This is not a cookbookit's a concise presentation of all the basic concepts needed to understand and use physics in a modern game engine. It gives you a firm foundation you can use either to build a complete engine of your own or to und
...show more
Summary: ''I keep at most a dozen reference texts within easy reach of my workstation computer. This book will replace two of them.''Ian Ashdown, President, byHeart Consultants Limited ''Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to Game Physics, all this information is now available in a single, easily accessible volume. Dave has yet again produced a must-have book for game technology programmers everywhere.'' Christer Ericson, Technology Lead, Sony Computer Entertainment ''Game Physics is a comprehensive reference of physical simulation techniques relevant to games and also contains a clear presentation of the mathematical background concepts fundamental to most types of game programming. I wish I had this book years ago.'' Naty Hoffman, Senior Software Engineer, Naughty Dog, Inc. ''Eppur si muove . . . and yet it moves. From Galileo to game development, this book will surely become a standard reference for modeling movement.'' Ian Ashdown, President, byHeart Consultants Limited ''This is an excellent companion volume to Dave's earlier 3D Game Engine Design. It shares the approach and strengths of his previous book. He doesn't try to pare down to the minimum necessary information that would allow you to build something with no more than basic functionality. Instead, he gives you all you need to begin working on a professional-caliber system. He puts the concepts firmly in context with current, ongoing research, so you have plenty of guidance on where to go if you are inclined to add even more features on your own. This is not a cookbookit's a concise presentation of all the basic concepts needed to understand and use physics in a modern game engine. It gives you a firm foundation you can use either to build a complete engine of your own or to und ...show less

Edition/Copyright: 03
Cover: Hardback
Publisher: Morgan Kaufmann Publishers, Inc.
Year Published: 2003
International: No

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