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Physics for Game Developers: Science, Math, and Code for Realistic Effectsby David M. Bourg
Synopses & Reviews
Game physics has been at the heart of mainstream computer games for years, but recently it's reached a new level with the emergence of Nintendo Wii, PlayStation Move, Microsoft's Kinect, and various mobile devices. This updated bestseller not only provides important knowledge behind bread-and-butter game physics, but helps you leverage exciting interaction gadgets such as accelerometers, touch screens, GPS receivers, pressure sensors, and optical tracking devices.
You'll find new chapters on deformable and soft bodies, fluids, and the physics of sound for incorporating realistic effects, including 3D sound. For game developers working alone or as part of a team, this expanded second edition is indispensable.
Major topics include:
If you want to enrich your games experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. Youll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. Youll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices.
Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team.
About the Author
David Bourg is a Naval Architect involved in various military and commercial proposal, design, and construction efforts. Since 1998, David has served as an independent consultant working for various regional clients engaged in both commercial and military shipbuilding where he provides design and analysis services including but not limited to concept design, proposal writing, detailed design and analysis, visualization, and software development among other services. He coordinated and led the winning design and proposal effort for the US Coast Guard Point Class (patrol boat) Replacement Program. In 2006, David joined fellow Naval Architect Kenneth Humphreys to form MiNO Marine, LLC, a naval architecture and marine professional services firm.
In addition to Physics for Game Developers, David has published two other books. He earned a PhD in Engineering and Applied Science in 2008 from the University of New Orleans. He has served as an Adjunct Professor at the University of New Orleans School of Naval Architecture and Marine Engineering, where he has taught various courses since 1993.
Ever since his father read A Brief History of Time to him in middle school, Bryan Bywalec wanted to be an astrophysicist. While he will always have a passion for pure physics, he became more and more obsessed in high school with the application of those physical principles he was learning. Having been around sailboats his entire life, his decision to seek a degree in Naval Architecture at the University of New Orleans surprised few.
Table of Contents
PrefaceFundamentalsChapter 1: Basic ConceptsChapter 2: KinematicsChapter 3: ForceChapter 4: KineticsChapter 5: CollisionsChapter 6: ProjectilesRigid-Body DynamicsChapter 7: Real-Time SimulationsChapter 8: ParticlesChapter 9: 2D Rigid-Body SimulatorChapter 10: Implementing Collision ResponseChapter 11: Rotation in 3D Rigid-Body SimulatorsChapter 12: 3D Rigid-Body SimulatorChapter 13: Connecting ObjectsChapter 14: Physics EnginesPhysical ModelingChapter 15: AircraftChapter 16: Ships and BoatsChapter 17: Cars and HovercraftChapter 18: Guns and ExplosionsChapter 19: SportsDigital PhysicsChapter 20: Touch ScreensChapter 21: AccelerometersChapter 22: Gaming from One Place to AnotherChapter 23: Pressure Sensors and Load CellsChapter 24: 3D DisplayChapter 25: Optical TrackingChapter 26: SoundVector OperationsMatrix OperationsQuaternion OperationsBibliographyColophon
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