Game Physics Engine Development (Series In Interactive 3D Technology),Used
Game Physics Engine Development (Series In Interactive 3D Technology),Used
Game Physics Engine Development (Series In Interactive 3D Technology),Used
Game Physics Engine Development (Series In Interactive 3D Technology),Used

Game Physics Engine Development (Series In Interactive 3D Technology),Used

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Simulating Physics Helps Cuttingedge 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 Dont Bring Enough Realworld 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 Cdrom 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 Eberlys Game Physics.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: How many pages does this book have? A: This book has four hundred eighty pages. It provides a comprehensive guide to game physics engine development.
  • Q: What is the binding type of this book? A: This book is a hardcover edition. The durable binding ensures longevity for readers.
  • Q: What are the dimensions of this book? A: The book measures eight inches in length, one point twenty-six inches in width, and nine point seventy-six inches in height. These dimensions make it easy to handle.
  • Q: Who is the author of this book? A: The author is Ian Millington. He has extensive experience in programming and game development.
  • Q: What is the target audience for this book? A: This book is suitable for novice game programmers and hobbyists. It offers accessible guidance on physics engine development.
  • Q: How do I use this book to learn game physics? A: You can use this book as a step-by-step guide to building a physics engine. Follow the coding examples and diagrams to understand the concepts.
  • Q: Is this book suitable for beginners? A: Yes, this book is designed for beginners. It simplifies complex concepts and limits advanced mathematics.
  • Q: What kind of coding experience do I need to understand this book? A: A basic understanding of programming is recommended. The book is tailored to help new developers grasp essential coding techniques.
  • Q: How can I apply the knowledge from this book? A: You can apply the knowledge by creating your own physics engine. The book provides a practical approach with real-world examples.
  • Q: Are there any materials included with the book? A: Yes, a companion CD-ROM is included. It contains source code for a complete, commercial-quality physics engine.
  • Q: What kind of support is available if I have questions? A: Content-related support can usually be found in forums or communities focused on game development. Engaging with other readers can provide valuable insights.
  • Q: Is there a warranty for the book? A: No, books typically do not come with warranties. However, you can return it if it arrives damaged.
  • Q: What if I receive a damaged copy of the book? A: If the book arrives damaged, you should contact the seller for return instructions. Most retailers have return policies for such issues.
  • Q: How should I store this book to keep it in good condition? A: Store the book in a dry, cool place away from direct sunlight. This will help maintain its condition over time.
  • Q: Can this book help me with advanced game physics topics? A: Yes, this book serves as an introduction to more advanced topics. It prepares readers for deeper studies in game physics.
  • Q: What makes this book different from other game physics books? A: This book emphasizes practical coding guidance while minimizing complex mathematics, setting it apart from other introductory texts.

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