Media praise for Physics for Game Developers

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"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