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Product details
File Size: 12186 KB
Print Length: 580 pages
Simultaneous Device Usage: Unlimited
Publisher: O'Reilly Media; 2 edition (April 11, 2013)
Publication Date: April 11, 2013
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B00CB30Y46
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Amazon Best Sellers Rank:
#256,433 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Great book. I deduct a star because I wish there was more in the chapter that I bought this for. That is, the section on MEMS really only covers accelerometers.
Awesome book, gets to the core of physics without too much detail
Though this book was well written and is very dense full of information I was not able to make very much use of it. I havent done any claculus since college many years ago and I was hoping this book would take me step by step on how to do physics for game development. This book is for people who already have a good understanding of calculus and are already pretty strong in math. I couldn't make it past the second chapter with the complicated stuff in this book. I guess I need to refresh my calc skills before going back to this book
Admittedly, I am not the brightest person on the earth (there is a reason I bought this book after all..) I wish I had this book years ago. I love it; all 12670 pages of it. Especially the part on Digital Physics whish is so important to game development today. I highly recommend this book to everyone, particularly game developers.
If you are like me coding for games, this book let's you understand most of the physics behind games
I have several physics game engine books. I was a bit confused until I got my hands on this book. I was able to implement most of the physics that I needed with what I learnt in this book. Simply Amazing.
When I began developing games in earnest, one of the first books I was enthralled by was David M. Bourg's first edition of Physics for Game Developers, published way back in 2002. Being completely new to making games but easily lured in by the latest and greatest game dev books as they came out I waited for quite a while before actually taking the plunge and buying Mr. Bourg's book. After all, O'Reilly typically releases new editions every few years as technology changes and the information needed by the average reader changes with it. Surely, I thought, the second edition of Physics for Game Developers must be right around the corner.So with that in mind, I waited... and waited. In the meantime, I read through the most beginner of books discussing physics as a component of game development, books specifically intended to help intermediate developer, and even invested in a few large hardbound tomes specifically devoted to game physics and physics engine development. Finally, one day with visiting my favorite technical bookstore a year or two ago I happened upon a well worn used copy for Physics for Game Developers and bought it, resigning myself to never seeing a second edition made. After all, what had changed about physics that warranted a new version?Which brings us to 2013 and the release after more than a decade, of the second edition of Physics for Game Developers. So why the new edition?Well, for starters, the content has been significantly expanded upon, and the new edition is close to twice as long as the old one. Mostly responsible for this expansion is the inclusion of an extremely exciting new section (for game developers that is) devoted to digital physics-- that is, the physics associated with new gaming inputs and sensors, like touch screens, accelerometers, 3D input devices (think Kinect or Playstation Move), and even pressure sensors and GPS devices. Specific nuts and bolts discussion of the physics of these devices has been a long time coming in book form, and they don't disappoint. However, if you're looking for a basic discussion of these sensors (or for that matter any of the modeling discussed here), or for code tutorials, or if you're just getting started with programming, it might be best to look elsewhere to start with and return to this book once you've cut your teeth on a few Web tutorials or a beginner's book.This doesn't in any way reduce Bourg and Bywalec's book; I'm simply trying to say that this book is for intermediate programmers who have some knowledge of physics (and the mathematics involved with it) to start with. This also shouldn't be a surprise at all, since all a prospective reader needs to do is read the short section on "What We Assume You Know".As a reference for physics as it pertains to game programming, for my money this is just about the best book available of the subject, since it's succinct and well-written while remaining fairly comprehensive. Just about anything you could typically want to model in a game is discussed, from physics fundamentals and rigid-body dynamics (in Parts I and II) to physical modeling (in Part III). Instead of digging through a dozen lighter books for just that one example to help answer a question, I will always reach for this one. The inclusion of digital physics in this new edition has only improved its quality and utility.I would highly recommend Physics for Game Developers, specifically in its second edition, to intermediate game programmers who have at least a basic understanding of physics. This is an excellent, well-written reference for any concept in physics that pertains to game programming and to gaming sensors.
Helpful as a conceptual summary but useless for actually building a game. As others have pointed out the text references code samples that were never released. If you do go to the trouble to try to recreate the code from the provided snippets you'll find yourself fixing lots of bugs and still not end up with anything useable.
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