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    Station Eleven

    Emily St. John Mandel 9780385353304

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This title in other editions

Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game


Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game Cover


Synopses & Reviews

Publisher Comments:

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion.

The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism.

This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects.  There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. 

--A truly accessible text that allows even novice programmers to create powerful physics engines for their games.

--Covers particle effects, flight simulation, car pysics, crates, destructible objects, cloth and ragdolls, and more.

--Supports each new concept with diagrams, code, end-of-chapter exercises and resources.

--This edition includes completely NEW material on: collision detection, 2D physics, casual game physics for Flash games.

--Powerful associated website offering: the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. The Cyclone engine has been used in commercial game development.

About the Author

Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.

Ian Millington is a consultant specializing in research and development for the games industry. He has done a good deal of work on physics engines and developing physics code. He was previously the CEO of a games technology company, and before that he ran one of the first web-based games companies. Millington's background is in artificial intelligence, and he has published academically on a range of topics. Ian Millington is author of Artificial Intelligence for Games (MK).

Table of Contents

The structure of the book would be the same as the first edition, with various changes along the way. The TOC is as follows, a description of the changes follows.

  1. Introduction.
  2. The Mathematics of Particles
  3. The Laws of Motion
  4. The Particle Physics Engine
  5. Adding General Forces
  6. Springs and Spring-like Things
  7. Hard Constraints
  8. The Mass-Aggregate Physics Engine
  9. The Mathematics of Rotations
  10. Laws of Motion for Rigid Bodies
  11. The Rigid-Body Physics Engine
  12. Collision Detection*
  13. Generating Contacts*
  14. Collision Resolution
  15. Resting Contacts and Friction
  16. Stability and Optimization
  17. Putting it All Together
  18. Other Types of Physics*
  19. Two Dimensional Physics*
  20. Appendices*

* indicates a chapter with significant new material.

Product Details

Millington, Ian
Morgan Kaufmann Publishers
Computer graphics
Programming - Games
Data Modeling & Design
Computer games -- Programming.
Physics -- Data processing.
Computer Graphics - General
Publication Date:
9.25 x 7.5 in

Related Subjects

Computers and Internet » Database » Design
Computers and Internet » Graphics » General
Computers and Internet » Software Engineering » Game Design
Health and Self-Help » Health and Medicine » Professional Medical Reference

Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game New Trade Paper
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