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Game Physics Engine Development: How To Build A Robust Commercial-Grade Physics Engine For Your Game Paperback English by Ian Millington - July 23, 2010

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Product Overview
Specifications
PublisherTaylor & Francis Inc
ISBN 139780123819765
ISBN 100123819768
AuthorIan Millington
Book FormatPaperback
LanguageEnglish
Book DescriptionPhysics 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 through the process of building a complete game-ready physics engine from scratch. Game physics is difficult, and mathematically challenging. There is a good deal of 'master-class' level information around, but almost nothing in any format that teaches the basics in a practical way. There is a clear need for a resource that tames the subject for the 95 per cent of game developers who aren't applied mathematicians. Game Physics Engine Development is that book. The 2nd edition includes new and/or 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. The Cyclone engine has been used in commercial game development. This is a truly accessible text that allows even novice programmers to create powerful physics engines for their games. It covers particle effects, flight simulation, car physics, crates, destructible objects, cloth and rag dolls, and more. It supports each new concept with diagrams, code, end-of-chapter exercises and resources.
About the AuthorIan 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.
Publication DateJuly 23, 2010
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