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Game Physics

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Title: Game Physics
by David H. Eberly
ISBN: 1-55860-740-4
Publisher: Morgan Kaufmann
Pub. Date: 08 December, 2003
Format: Hardcover
Volumes: 1
List Price(USD): $69.95
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Average Customer Rating: 4.5 (2 reviews)

Customer Reviews

Rating: 4
Summary: not for beginners
Comment: Escrito para prefesores !
No es un libro que explique las cosas "con manzanitas".

Rating: 5
Summary: Keeps Physicists Busy
Comment: For many videogames that emulate the real world, an accurate use of physics has become essential to take advantage of players' intuition. In some ways, this is the next natural step beyond a realistic, real time rendition of images, as in Doom or Quake. Those and other games used simple optics and trigonometry to derive accurate images.

But as computers get more powerful, and players might find themselves driving cars, for example, then having these vehicles respond accurately when driven became the next logical step in simulation.

The book covers Newtonian mechanics, because that is what we are typically familiar with. If you are a physicist, you should recall that historically there were 2 great advances within this - Hamiltonian and Lagrangian methods. (Cf. Goldstein's "Classical Mechanics".) A little ironic, wouldn't you say, that now some jobs in applying these are for games?! Who would have thought it, some twenty years ago.

The book is good for helping you focus on what objects in the system you should be modelling. Part of your experience comes in deciding this level of detail. Actually, this is not restricted to games, but to any physical system that you are analysing.

The graphics in this book are really a secondary consideration. Stay focused. Model the system FIRST. Then attend to the views. Even though the views are what the player sees.

To this end, you should be pleased to know that the author sticks to graphics standards like OpenGL, which can be ported to most current computers. So you don't have to invest your time in learning some restricted graphics language.

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