Game Physics Engine Development
How to Build a Robust Commercial-Grade Physics Engine for your Game
- 2nd Edition - September 9, 2010
- Latest edition
- Author: Ian Millington
- Language: English
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 creatin… Read more
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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.
Beginner-Intermediate: Students, aspiring game developers, and working game developers who are moving into physics development for games.
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.
- Introduction.
- The Mathematics of Particles
- The Laws of Motion
- The Particle Physics Engine
- Adding General Forces
- Springs and Spring-like Things
- Hard Constraints
- The Mass-Aggregate Physics Engine
- The Mathematics of Rotations
- Laws of Motion for Rigid Bodies
- The Rigid-Body Physics Engine
- Collision Detection*
- Generating Contacts*
- Collision Resolution
- Resting Contacts and Friction
- Stability and Optimization
- Putting it All Together
- Other Types of Physics*
- Two Dimensional Physics*
- Appendices*
* indicates a chapter with significant new material.
- Edition: 2
- Latest edition
- Published: September 9, 2010
- Language: English
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