Rating:  Summary: Puts the Reality in Virtual Reality Review: "Physics for Game Developers" is a fun-filled adventure through the how-to's of simulating the relationships of everyday objects in mathematical terms, including projectiles, balls, cars, boats, planes, and hovercraft. David Bourg does an excellent job in laying down a solid framework of building blocks, from the 2- and 3-d coordinate system to Newton's Second Law of Motion, to give the reader a sound foundation to properly construct their universe inside the computer. I highly recommend "Physics for Game Developers" to anyone who needs to portray real things in an often unreal place
Rating:  Summary: Two suggestions for the author Review: 1) Please, for the love of god, use SI units.
2) Code examples in OpenGL for easy portage to Mac OSX / Linux / *BSD. DirectX is not very friendly.
Otherwise, a pretty good intro to various methods of physical simulation. I got a lot out of it.
Rating:  Summary: Good overview, easy to understand even for non-scientists Review: David gives an overview to basic physical and numerical principles and than describes the forces occuring in a couple of typical systems: projectiles, planes, ships, hovercrafts, cars. After that some issues on collision detection, integration and many-body-system are discussed.The overall mathematical level is 'easy'. David does not dig deeper into mechanics than it is necessary for a game. The book is usefull for a beginner but also deserves the 'knowing' as a good cookbook for the games-level.
Rating:  Summary: David Bourg is my brother Review: David is a genius, It think he was dropped at our doorstep by aliens
Rating:  Summary: Nice refresher with basic application in games Review: Even if you haven't taken physics, this does give you a nice overview of the science. Everything is covered with the idea that it can be used in games. Naturally there is math involved, but nothing overwhelming. Overall, I found that this can be pretty helpful as a side reference, but it doesn't offer anything ground breaking. Naturally, there isn't much in physics that you can't learn from school...but a lot of people have problems learning physics from school anyway.
Rating:  Summary: Nice refresher with basic application in games Review: Even if you haven't taken physics, this does give you a nice overview of the science. Everything is covered with the idea that it can be used in games. Naturally there is math involved, but nothing overwhelming. Overall, I found that this can be pretty helpful as a side reference, but it doesn't offer anything ground breaking. Naturally, there isn't much in physics that you can't learn from school...but a lot of people have problems learning physics from school anyway.
Rating:  Summary: Well Done Review: For really, really small objects, Newton's laws of motion don't apply (that's why we have Quantum mechanics and the like.) For everything else, we follow Sir Issac. If you're a game developer, you'll need more than a rudimentary understanding of physics if your aim is realism. David M. Bourg's most recent book covers the theory you'll need to polish your game while keeping it "real." Inside the covers, you'll discover a review of Newton's laws accompanied by a hearty dose of explanatory graphics. Warning: as a prerequisite, he assumes solid math and basic intro college physics skills. Next, he segues into Kinematics, you know, the underlying mechanics of motion of objects.) He teaches linear and angular displacement, velocity and acceleration. Don't worry, it's not all equations and graphs, he includes helpful sample code (in C) too. The final chapters cover advanced topics like 3D rigid body simulators and rotations, collision response and particle systems. Before you reach those chapters however, Bourg covers specific examples for projectiles, aircraft, ships, hovercraft and cars. With the advancement in speed and power of today's microcomputers, achieving reality in games is certainly possible. Bourg's book helps you achieve that without having to spend days in the library pouring over college physics texts. This book is a sound physics review and very well written for the gaming professional.
Rating:  Summary: Good physics for programmers Review: I love physics, and this book show a great way of how to apply it in game programming.
Rating:  Summary: Not what I expected Review: I only give book a three because it's not exactly what I expected. I'm sure there is a group of consumers that need brushing up on their physics, but what I guess I really wanted was a book entitled, "Game Programming for Physicists". This book does have some valubable and interesting ways of dealing with programming game physics, but to me, much of it seemed to be common sense. If you didn't pay attention or can't remember your freshman level physics class and now want to brush up on basic mechanics for a computer game you're writing... this may be the book for you. But you don't have to take my word for it... (buh-dah--bump)
Rating:  Summary: Excellent game physics for beginners Review: I read this book to bone up on the basis principles of physics, and to understand how they applied in a general sense to computer games. An excellent primer, but as other reviewers here have noted, it will not sufice as a complete tool kit for experienced programmers.
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