By David M. Bourg
November 2001
Pages: 344
ISBN 10: 0-596-00006-5 |
ISBN 13: 9780596000066
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(Average of 13 Customer Reviews)
Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for enriching games with physics-based realism.
Full Description
- The trajectory of rockets and missiles, including the effects of fuel burn off
- The collision of objects such as billiard balls
- The stability of cars racing around tight curves
- The dynamics of boats and other waterborne vehicles
- The flight path of a baseball after being struck by a bat
- The flight characteristics of airplanes
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Cover | Table of Contents | Index | Sample Chapter | Colophon
Book details
First Edition: November 2001
ISBN: 0-596-00006-5
Pages: 344
Average Customer Reviews: ![]()
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(Based on 13 Reviews)
Featured customer reviews
Physics for Game Developers, June 09 2004
Excellent book. The author made physics and c++ very straightforward given my background is math/stats and visual basic.
Physics for Game Developers Review, March 24 2004
There is a lot of good information in here. Anyone who has the requisite physics to understand the book could probably do a lot of this stuff already, particularly the particle mechanics, but it's good to have some of these things derived for you, laid out and put together for clarity and ease of use.
Like some others, I was disappointed to find that the example code uses Windows APIs. True, it doesn't affect the physics code, which is all on its own. But it keeps anyone but a Windows user from running and messing with the downloaded examples. This means that I have to program the example from the ground up just to see it running under Linux.
To the person who says that Runge-Kutta isn't mentioned: Check pages 181-182.
Physics for Game Developers Review, September 16 2003
Be really careful buying this book. Although its contents cover pretty nice bunch of things we would like to know more about, the book style is VERY SIMPLE and rather addressed to people from elementary school. Moreover, the Author is inconsequent in many things, for example, he uses very inconsistent name's convention, for instance: velocity is defined as a vector sometimes, but sometimes not (which is a bug for me) and result is one - mess in the book.
I would not disqualify this book, but it is definitely not for people who have some physics background. Better take your old school books and read them again if you want to do something really working.
Too bad also that the Author did not cover really interesting topic like Runge-Kutta fourth order integration method.
Five stars - in contrary - for O'Reilly's for publishing the samples rather than putting them on CD. It definitely lowers the book price, very good move.
Physics for Game Developers Review, April 28 2003
Actually, I would give this book 3.5 critters. I do have the math and physics background to follow the author. A more comprehensive book on mechanics is
"Vector Mechanics for Engineers" by Beer and Johnson. Io, or moment of inertia, is explained in great length as are all of the authors topics and much more.
What would be really nice if all of the programs were made available, either with an accompanying CD or at the web-site. For no better reason, than to show how the program works. If the author doesn't explain what is left out, I have to figure it out. I would rather be experimenting with the code. This is sort of like bying a mini-van, without an engine. Sure you have a vehical that can haul half of a softball team, but until you get the engine, nobody plays any ball.
I'm not a Mac guy, but I agree with their gripe and then some. It should be clearly stated which language and platforms this code is intended for.
In summary, the basic algorithms are good if you understand mechanics. The code needs to be more verbosely documented. And why not have all the code available?
Physics for Game Developers Review, January 12 2003
A wonderful book. Well layed out, a simple and practical framework of basic principals which provide a sufficient foundation for most readers to apply real-world behaviours to just about any simulated event.
The techniques and formulas provided in this book are applicable to any platform. Any reader who complains about not being able to cut/paste and compile the sample initialization code into their OpenGL application is missing the point.
Physics for Game Developers Review, May 20 2002
I'm thrilled with this book. It covers the topics I want it to cover and I'm particularly glad I didn't have to pay for paper that covers too much introductory information.
The appendicies cover just enough background information to shake the rust off but isn't a complete lesson on basic math. I think more books should be written like this.
The examples are clear and easy to understand and the text is in the classic O'Reilly quality: the meat without the fluff. The $40 price point is an excellent value. Bravo! More like this please!
Physics for Game Developers Review, March 01 2002
I find this book a great resource for the game developer. As stated in another review, this book really covers mechanics, and not many other fields of physics. Fortunately, the book covers exactly what I purchased it for. I've had to brush up quite a bit on my rusty math skills, but I think that could be considered an occupational hazard.
While I sometimes write for Windows, most of my game coding is actually done on another platform, yet I did not find the Windows-based C code included to be a hinderance. If anything, through translating it to my platform, I found I understood it better than if I had just "thrown it in" someplace.
I was searching for a book with just this information, and just this depth about two years ago, and could find nothing close in my research. Overall, an excellent book! Now, if only there were a "Collision Detection for Game Developers" (hint,hint}
Physics for Game Developers Review, February 11 2002
Unfortunately, this book appears to only cover mechanics, not physics. Where, for example, is the subscience of optics (reflections, refractions of light) for game developers covered?
The boastful title is exaggerated.
Physics for Game Developers Review, January 26 2002
Physics for Game Developers strikes a perfect balance between theory and practical examples. The chapters explaining how to simulate projectile, plane, boat, hovercraft, and car were extremely helpful applications of the theory introduced in previous chapters. I rarely felt that there was any sort of 'gap' between theory and application--nearly every parameter and equation used in the applications was at some point in the text derived (very readably) from fundamental principles of mechanics. It would have been nice to see a more thorough discussion of collision detection. While collision detection methods aren't physics, accurate and numerically robust collision detection is and essential part of any game that uses a physics engine.
The code examples are easy to read. I don't think that the fact that they're written to use Direct3D should keep anyone from buying this book. It will prevent you from running the examples without modification, but no developer even slightly familiar with 3D graphics should have trouble translating them to their preferred OS and 3D API. And only the graphics code is platform specific--the actual simulation code is completely portable.
Physics for Game Developers Review, January 03 2002
This book is excellent. Easy to read, good code examples. Who cares if the downloadable code is PC-centric? It's the algorithms that you're interested in, right?
Complete and concise. Written with respect, as if the reader actually has a clue. An excellent value.
Physics for Game Developers Review, December 18 2001
The book is excellent but I can only give it two stars. It is let down completely by the code examples which all use Direct3d and Windows API formatting. This is very specific in what should be a general book for any platform.
I would suggest OpenGL to be a more universal API to use. Or remove the API and System dependant stuff entirely and replace the 3d specific code with pseudo functions.
I hope future editions of the book will remove this Microsoft centricity.
Physics for Game Developers Review, December 12 2001
There are no Mac example apps to run, only PC. Unfortunately, I'm returning this book.
Physics for Game Developers Review, November 30 2001
An excellent, well presented book on the subject. You could spend weeks searching the net or your local college libraries compiling this information , but why bother. The right amount of theory backed up by solid examples and code (C). The right amount of detail and depth of the material .
Take the "what I assume you know" section seriously. You need a college level background in math to follow what is presented. This should be obvious, physic concepts involve math. However, you do not need to know how to calculate calculus problems to follow the material., just an understanding of the concepts. Physic properties are well defined and shown with examples.
This really is a very well written book, it was needed, especially for hobbyist programmers, such as myself. It will be my reference book on the subject. I am able to follow the subject and apply it to my particular platform and programming language.
My only knock would be that there are no Mac example apps to run, only PC. This seems odd, as the authors bio indicates he works with Mac's.
Media reviews
"As with all the O'Reilly books I've read, this makes a worthy addition to the library for anyone looking to implement physics into a game (or any other simulation) even if its just there for a reference rather than to base your work off. It is written in plain English, - at least as much as it can be for a computing/science book - is very concise and clear. There isn't anything I can fault it with; another great work."
--USALUG, May 2004
"If you are serious about making your simulations or games seem more 'natural', this is a good primer for making your virtual worlds more real."
--Keith Schengili-Roberts, Computer Paper, July 2002
"As the title suggests, the book summarizes those bits of freshman and sophomore physics that are relevant to the design of action games. Want to know hat happens when a hovercraft glances off the side of a building? Bourg explains the physics involved, and provides chunks of well-commented code to get your simulation started. Need to figure out the stall speed for a small plane? Bourg analyzes some simple approximations, along with their associated fudge factors. While it is definitely not for the math averse (the first integral sign appears on page 6), PGD is clear, concise, and beautifully produced."
--Gregory V. Wilson, Dr Dobbs Journal, June 2002
"The best computer games combine such things as great graphics, good gameplay, and the sense that you are entering another world. Oh yeah, and good physics...in fact surveys of game players have found that the single factor most likely to ruin a game for them is attributable to poor physics--in other words, things not working the way players expect. If you are a game designer who wants to improve the fundamental physics underpinning your virtual world, this book is for you."
--Keith-Schengili-Roberts, Computer Paper
"Want to know what happens when a hovercraft glances off the side of a building? Bourg explains the physics involved, and provides chunks of well-commented code to get your simulation started. Need to figure out the stall speed for a small plane? Bourg analyses some simple approximations, along with their associated fudge factors. While it is definitely not for the math adverse, PGD is clear, concise, and beautifully produced."
--Greg Wilson, Dr Dobbs Journal, May 2002
"an excellent book...After reading this book, you won't think about classical mechanics or translating a model into executable code as a dry subject."
--Bill Schweber, EDN Magazine, April 18, 2002
"You cannot say that this is not rocket science, because it is...If you want to include rockets or missiles in games then this book explains it to you. Even if you are not a game programmer, you can still learn how hovercraft, ballistic weapons, or billiards work with an equal mix of code and math. Do not let the basic calculus and vector algebra scare you away--the explanations are clear and down to earth."
--brian d foy, The Perl Review, April 2002
"I'm reviewing only one book this month, but it's an important one. 'Physics for Games Developers' is unique. I don't know of any other explanation of physics as applied to game playing...I really enjoyed reading this book, but then I used to be a physicist so it was a trip down memory lane. One area in which it really would be useful is teaching physics. This book is highly recommended to both game programmers and physics teachers."
--Computer Shopper, April 2002
"I'm reviewing only one book this month; but it's an important one.'Physics for Game Developers' is unique. I don't know of any other explanation of physics as applied to game playing--one area in which it would be really useful is teaching physics. This book is highly recommended to both game developers and physics teachers."
--Mike James, Computer Shopper, April 2002
"--splendid account of how the real world behaviours of rigid bodies can be simulated in computer games--this is one of those texts that encourages interest in science. Teachers in secondary school physics courses should finds it a useful resource for the way it explains and presents mechanics and physics."
--Major Keary, Book News, March 2002
"Its really good seeing all this stuff put together in one relatively concise volume, and I think that Bourg has done a bang-up job with it."
--Martin Heller, Byte.com, March 11, 2002
"While this authoritative guide isn't for the math-averse, the author's clear presentation and obvious enthusiasm for his subject help make this book a compelling choice for anyone faced with adding realistic motion to computer games or simulations. It's the clear, mathematical presentation here that makes this title a winner...In all, this text proves that physics and computers are a perfect match. The author's patient and clear mathematical investigations of common formulas and concepts can add realistic motion to any computer game, as well as help teach essential concepts to any student or hobbyist who's interested in physics and doesn't mind a little college'level math.
--Richard Dragan, amazon.com, Feb 2002
"Programmers who want to get serious about game physics will love David M. Bourg's 'Physics for Game Developer'."
--Richard Jones, slashdot.org, Dec 2001
"The book does a very good job of jumping into the basics of Newtonian physics and how it applies to actual game development issues--for the experienced game developer who is looking to learn about physical simulation, this title will provide a good, solid, and practical foundation."
--Jeff Lander, Game Developer, March 2001





