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This title in other editions

Physics for Game Developers: Science, Math, and Code for Realistic Effects

by

Physics for Game Developers: Science, Math, and Code for Realistic Effects Cover

 

Synopses & Reviews

Publisher Comments:

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:

  • Digital physics—learn the physics behind accelerometers and other sensors in smartphones and game consoles
  • Physics of sound—get up to speed on a topic generally ignored in other books on game physics
  • Rigid body mechanics—become well-versed in the staple of all game physics engines
  • Fluid dynamics—create fabulous special effects through the books accessible treatment of this difficult subject
  • Modeling specific systems—design and optimize your physical models with real-world examples

Synopsis:

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.

  • Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response
  • Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia
  • Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls
  • Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays
  • Capture 3D sound effects with the OpenAL audio API

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.

While working on his degree, Mr. Bywalec was employed as a network administrator for the College of Engineering. Having an office in an electronics lab, he explored the world of enterprise computing and became very interested in high performance clusters, remote administration of desktops, and robotics.

Upon graduating in 2007, he began his career at MiNO Marine, LLC and, under the guidance of David Bourg and Kenneth Humphreys, now focuses on finite element analysis of complex welded steel structures. His structural analysis work depends largely on the accurate approximations of non-linear physical systems. Bryan has completed several computational fluid dynamics simulations of exhaust gases from ship stacks and current flow around offshore structures.

In addition to his work as a naval architect, Bryan strives to create innovative ways to connect everyday objects to various control networks. From unlocking door locks via text message to developing a real time street car tracking program, he constantly searches for opportunities to integrate technology into his life.

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

Product Details

ISBN:
9781449392512
Author:
Bourg, David M.
Publisher:
O'Reilly Media
Author:
Humphreys, Kenneth
Author:
Bywalec, Bryan
Subject:
Programming - General
Subject:
Software Engineering - Programming and Languages
Subject:
3D;GPS;accelerometers;animation;fluid dynamics;games;kinematics;physics;sound
Subject:
CourseSmart Subject Description
Edition Description:
Second Edition
Publication Date:
20130531
Binding:
TRADE PAPER
Language:
English
Pages:
578
Dimensions:
9.19 x 7 in

Related Subjects

Computers and Internet » Software Engineering » Game Design
Computers and Internet » Software Engineering » Programming and Languages
Science and Mathematics » Physics » Math

Physics for Game Developers: Science, Math, and Code for Realistic Effects New Trade Paper
0 stars - 0 reviews
$49.99 In Stock
Product details 578 pages O'Reilly Media - English 9781449392512 Reviews:
"Synopsis" by ,

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.

  • Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response
  • Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia
  • Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls
  • Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays
  • Capture 3D sound effects with the OpenAL audio API

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