Game Physics

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Game Physics Engine Development

Author : Ian Millington
Publisher : CRC Press
Page : 542 pages
File Size : 40,5 Mb
Release : 2010-07-23
Category : Art
ISBN : 9780123819772

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Game Physics Engine Development by Ian Millington Pdf

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 ne

Game Physics Cookbook

Author : Gabor Szauer
Publisher : Packt Publishing Ltd
Page : 481 pages
File Size : 42,6 Mb
Release : 2017-03-24
Category : Computers
ISBN : 9781787120815

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Game Physics Cookbook by Gabor Szauer Pdf

Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

Physics for Game Developers

Author : David M. Bourg
Publisher : "O'Reilly Media, Inc."
Page : 348 pages
File Size : 45,5 Mb
Release : 2002
Category : Physics
ISBN : 0596000065

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Physics for Game Developers by David M. Bourg Pdf

By applying physics to game design, you can realistically model everything that bounces, flies, rolls, or slides, to create believable content for computer games, simulations, and animation. This book serves as the starting point for those who want to enrich games with physics-based realism.

Game Physics

Author : David H. Eberly
Publisher : CRC Press
Page : 846 pages
File Size : 46,6 Mb
Release : 2004
Category : Art
ISBN : UOM:39015058111504

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Game Physics by David H. Eberly Pdf

CD ROM contains a snapshot of the full distribution of source code, documentation and supporting materials located at the Magic Software Inc. website. --Inside cover.

Physics for Game Programmers

Author : Grant Palmer
Publisher : Apress
Page : 458 pages
File Size : 52,7 Mb
Release : 2007-12-27
Category : Computers
ISBN : 9781430200215

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Physics for Game Programmers by Grant Palmer Pdf

*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.

Game Physics Pearls

Author : Gino van den Bergen,Dirk Gregorius
Publisher : CRC Press
Page : 352 pages
File Size : 52,7 Mb
Release : 2010-07-23
Category : Computers
ISBN : 9781439865552

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Game Physics Pearls by Gino van den Bergen,Dirk Gregorius Pdf

Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical

Introduction to Game Physics with Box2D

Author : Ian Parberry
Publisher : CRC Press
Page : 275 pages
File Size : 44,6 Mb
Release : 2013-02-06
Category : Computers
ISBN : 9781466565777

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Introduction to Game Physics with Box2D by Ian Parberry Pdf

Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.

Beginning Math and Physics for Game Programmers

Author : Wendy Stahler,Dustin Clingman,Kaveh Kahrizi
Publisher : New Riders
Page : 508 pages
File Size : 40,6 Mb
Release : 2004
Category : Computers
ISBN : 0735713901

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Beginning Math and Physics for Game Programmers by Wendy Stahler,Dustin Clingman,Kaveh Kahrizi Pdf

Whether one is a hobbyist or a budding game design pro, the objective is probably the same: to create the coolest games possible using today's increasingly sophisticated technology. Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion designers need to improve their level of game development.

Fire, Ice, and Physics

Author : Rebecca C. Thompson
Publisher : MIT Press
Page : 297 pages
File Size : 40,8 Mb
Release : 2020-11-10
Category : Science
ISBN : 9780262539616

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Fire, Ice, and Physics by Rebecca C. Thompson Pdf

Exploring the science in George R. R. Martin’s fantastical world, from the physics of an ice wall to the genetics of the Targaryens and Lannisters Game of Thrones is a fantasy that features a lot of made-up science—fabricated climatology (when is winter coming?), astronomy, metallurgy, chemistry, and biology. Most fans of George R. R. Martin’s fantastical world accept it all as part of the magic. A trained scientist, watching the fake science in Game of Thrones, might think, “But how would it work?” In Fire, Ice, and Physics, Rebecca Thompson turns a scientist’s eye on Game of Thrones, exploring, among other things, the science of an ice wall, the genetics of the Targaryen and Lannister families, and the biology of beheading. Thompson, a PhD in physics and an enthusiastic Game of Thrones fan, uses the fantasy science of the show as a gateway to some interesting real science, introducing GOT fandom to a new dimension of appreciation. Thompson starts at the beginning, with winter, explaining seasons and the very elliptical orbit of the Earth that might cause winter to come (or not come). She tells us that ice can behave like ketchup, compares regular steel to Valyrian steel, explains that dragons are “bats, but with fire,” and considers Targaryen inbreeding. Finally she offers scientific explanations of the various types of fatal justice meted out, including beheading, hanging, poisoning (reporting that the effects of “the Strangler,” administered to Joffrey at the Purple Wedding, resemble the effects of strychnine), skull crushing, and burning at the stake. Even the most faithful Game of Thrones fans will learn new and interesting things about the show from Thompson’s entertaining and engaging account. Fire, Ice, and Physics is an essential companion for all future bingeing.

Building a 2D Game Physics Engine

Author : Michael Tanaya,Huaming Chen,Jebediah Pavleas,Kelvin Sung
Publisher : Apress
Page : 129 pages
File Size : 55,9 Mb
Release : 2017-01-11
Category : Computers
ISBN : 9781484225837

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Building a 2D Game Physics Engine by Michael Tanaya,Huaming Chen,Jebediah Pavleas,Kelvin Sung Pdf

Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions. In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers. What You'll Learn Gain an understanding of 2D game engine physics and how to utilize it in your own games Describe the basic behaviors of rigid bodies Detect collisions between rigid bodies Resolve interpretations after rigid body collisions Model and implement rigid body impulse responses Who This Book Is For Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.

Game Physics Engine Development

Author : Ian Millington
Publisher : CRC Press
Page : 554 pages
File Size : 48,7 Mb
Release : 2010-07-23
Category : Art
ISBN : 9780123819765

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Game Physics Engine Development by Ian Millington Pdf

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.

Game Physics

Author : David H. Eberly
Publisher : CRC Press
Page : 928 pages
File Size : 44,5 Mb
Release : 2010-04-05
Category : Art
ISBN : 9780080964072

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Game Physics by David H. Eberly Pdf

Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and u

Introduction to Game Physics with Box2D

Author : Ian Parberry
Publisher : CRC Press
Page : 277 pages
File Size : 45,9 Mb
Release : 2017-09-29
Category : Computers
ISBN : 9781315360614

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Introduction to Game Physics with Box2D by Ian Parberry Pdf

Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.

National Geographic Angry Birds Furious Forces

Author : Rhett Allain
Publisher : National Geographic Society
Page : 164 pages
File Size : 53,8 Mb
Release : 2014-01-21
Category : Humor
ISBN : 9781426214127

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National Geographic Angry Birds Furious Forces by Rhett Allain Pdf

Another Angry Birds National Geographic mash-up! This fun, engaging paperback uses Angry Birds to explain the physics at work in the world--and behind the popular game. National Geographic's trademark science blends with Angry Birds' beloved entertainment to take readers into the world of physics. Rhett Allain, physics professor and Wired blogger explains basic scientific principles in fun, accessible ways; the Angry Birds come along for the ride to illustrate concepts we see in the real world--as well as in the Angry Birds games. Packed with science and a sense of humor, this book will improve readers' understanding of the world and how it works--and it may just improve their Angry Birds scores as well. Rovio Learning is known for collaborating with several scientific and educational institutions, such as the National Geographic Society and NASA. The recent collaboration with CERN brings quantum physics to the reach of children. There is no subject that young children can not learn - when the medium is age-appropriate, fun and engaging!

The Simulation Hypothesis

Author : Rizwan Virk
Publisher : Bayview Books, LLC
Page : 324 pages
File Size : 43,7 Mb
Release : 2019-03-31
Category : Computers
ISBN : 8210379456XXX

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The Simulation Hypothesis by Rizwan Virk Pdf

The Simulation Hypothesis, by best-selling author, renowned MIT computer scientist and Silicon Valley video game designer Rizwan Virk, is the first serious book to explain one of the most daring and consequential theories of our time. Riz is the Executive Director of Play Labs @ MIT, a video game startup incubator at the MIT Game Lab. Drawing from research and concepts from computer science, artificial intelligence, video games, quantum physics, and referencing both speculative fiction and ancient eastern spiritual texts, Virk shows how all of these traditions come together to point to the idea that we may be inside a simulated reality like the Matrix. The Simulation Hypothesis is the idea that our physical reality, far from being a solid physical universe, is part of an increasingly sophisticated video game-like simulation, where we all have multiple lives, consisting of pixels with its own internal clock run by some giant Artificial Intelligence. Simulation theory explains some of the biggest mysteries of quantum and relativistic physics, such as quantum indeterminacy, parallel universes, and the integral nature of the speed of light. Recently, the idea that we may be living in a giant video game has received a lot of attention: “There’s a one in a billion chance we are not living in a simulation” -Elon Musk “I find it hard to argue we are not in a simulation.” -Neil deGrasse Tyson “We are living in computer generated reality.” -Philip K. Dick Video game technology has developed from basic arcade and text adventures to MMORPGs. Video game designer Riz Virk shows how these games may continue to evolve in the future, including virtual reality, augmented reality, Artificial Intelligence, and quantum computing. This book shows how this evolution could lead us to the point of being able to develop all encompassing virtual worlds like the Oasis in Ready Player One, or the simulated reality in the Matrix. While the idea sounds like science fiction, many scientists, engineers, and professors have given the Simulation Hypothesis serious consideration. Futurist Ray Kurzweil has popularized the idea of downloading our consciousness into a silicon based device, which would mean we are just digital information after all. Some, like Oxford lecturer Nick Bostrom, goes further and thinks we may in fact be artificially intelligent consciousness inside such a simulation already! But the Simulation Hypothesis is not just a modern idea. Philosophers like Plato have been telling us that we live in a “cave” and can only see shadows of the real world. Mystics of all traditions have long contended that we are living in some kind of “illusion “and that there are other realities which we can access with our minds. While even Judeo-Christian traditions have this idea, Eastern traditions like Buddhism and Hinduism make this idea part of their core tradition — that we are inside a dream world (“Maya” or illusion, or Vishnu’s Dream), and we have “multiple lives” playing different characters when one dies, continuing to gain experience and “level up” after completing certain challenges. Sounds a lot like a video game! Whether you are a computer scientist, a fan of science fiction like the Matrix movies, a video game enthusiast, or a spiritual seeker, The Simulation Hypothesis touches on all these areas, and you will never look at the world the same way again!