Physics for Game Developers
Author: David M Bourg
Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism.
Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including:
- The trajectory of rockets and missiles, including the effects of fuel burn off
- The collision of objects such as billiard balls
- The stability of cars racing around tight curves
- The dynamics of boats and other waterborne vehicles
- The flight path of a baseball after being struck by a bat
- The flight characteristics of airplanes
You don't need to be a physics expert to learn from Physics for Game Developers, but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration anddifferentiation of explicit functions.
This book shows how to create believable content in computer games, simulation, and animation by applying the laws of physics to moving objects in the game. Early chapters review basic concepts of rigid body dynamics, covering kinematics, force, and kinetics, and later chapters apply these concepts to real-world problems with projectiles, boats, airplanes, and cars. Final chapters introduce real-time simulations and show how they apply to computer games. A college level understanding of physics is assumed, plus proficiency in trigonometry, vector and matrix math, and calculus. Bourg is professionally involved in computer game development and consulting. Annotation c. Book News, Inc., Portland, OR (booknews.com)
Practical Dojo Projects
Author: Frank Zammetti
In Practical Dojo Projects, you’ll learn all about what Dojo has to offer. You’ll see it in action in the form of five fully functional applications, which include
By the time you’ve finished reading, you’ll have a firm grasp on what Dojo is all about, and you’ll have the preparation you need to begin to use it yourself in your own projects. See you inside!
Who is this book for
Web application developers, senior projects leads, and application architects
About the Apress Practical Series
The Practical series from Apress is your best choice for getting the job done, period. From professional to expert, this series lets you apply project–motivated templates (or frameworks) step by step in a very direct, practical, and efficient manner toward current real–world projects that may be sitting on your desk. So whatever your career goal, Apress can be your trusted guide to take you where you want to go on your IT career empowerment path.