Free Download Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, by Ian Millington

Free Download Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, by Ian Millington

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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, by Ian Millington

Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, by Ian Millington


Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, by Ian Millington


Free Download Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, by Ian Millington

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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, by Ian Millington

Review

Praise for 1st edition: "The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools. "A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code.  You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.

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About the Author

Ian 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.

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Product details

Paperback: 552 pages

Publisher: CRC Press; 2 edition (January 2, 2010)

Language: English

ISBN-10: 0123819768

ISBN-13: 978-0123819765

Product Dimensions:

7.2 x 1 x 9 inches

Shipping Weight: 2.5 pounds (View shipping rates and policies)

Average Customer Review:

4.3 out of 5 stars

19 customer reviews

Amazon Best Sellers Rank:

#339,554 in Books (See Top 100 in Books)

Overall a great book that enabled me to easily understand the basics of getting a physics engine off the ground. Obviously the physics engine you end up with will be no Source or CryEngine, but it will be enough to produce an indie game. One thing I love about this author is he focuses on code rather than math. This book isn't a college course in physics, it's all about applying the most important laws of physics for simulations in games and it's all about code. Overall, I was satisfied with the physics engine I got out of it. The one thing I will say to potential buyers is that this is NOT the only book you will need if you want to make a physics engine. You will also need a book on collision detection, bounding volume construction, and spacial partitioning algorithms. This book gives a brief overview, but it only touches the surface. I would recommend "Real Time collision detection" by Ericson and "Mathematics for 3D game programming" by Lengyel as supplemental references.

Great book to teach students that decided to study Game development, in particular is the basis for those that will choose serious gaming. It is important to have first some basic general physics course as well as some on calculus and geometry, that will help in speeding up the learning. For me is one of the two books that are suitable for teaching at this level.

This book is the complement to the Eberly's book Game Physics. This will take you through the basics of creating a game engine from the bottom to the top. It predominately focuses on the code aspects of creating a game engine; however, there is a very gentle walkthrough of mathematical concepts necessary to create the code. The material presented is not terse at all; but does require some level of mathematical maturity (some calculus and linear algebra would be helpful; but the author assumes basic algebra and trig). Wikipedia will be your friend if you don't understand the concepts. Overall, the book will leave you with a working physics engine that you can use for future development.

Let's first say that I've seen my fair share of physics literature. I've pored over papers, tutorials, etc. with little to show beyond some simple collisions between spheres. What I really wanted to implement was something ideally "not" much more difficult: a rigid body simulation with simple primitives (spheres, boxes, planes) that collide and interact with each other, giving a realistic enough feel to build a game around.Unfortunately, even this idea is extremely complex and difficult to implement. You would think the math and code would be fairly easy, and it actually is (depending on your math background. A few semesters of college calculus and physics is very helpful, but not required). But programming a physics engine is 40% math and physics and 60% being clever enough to get the computer to do what you want. Floating point errors, inaccuracies in integration and bugs you can't even imagine from the start all mess with your beautiful equations.And this is where the author, Ian Millington, saves the day with this great book. All throughout, he lays down the challenges of building a physics engine and gives you realistic solutions that are explained very well. You build from the ground up: from a simple particle engine, to a mass aggregate physics engine, all the way to a full blown physics engine. Each chapter he describes what algorithms you need to implement and variations on those algorithms, providing pros and cons for each. I cannot TELL you how fantastic it feels to have an author tell you in an honest tone: here's where this works, here's where it doesn't. Never at any time do you feel that things are being hid behind a curtain of intellect and egomania. And if the author does hide any details, he tells you and with good reason.In the end, if you plow through all 20 chapters with diligence and fortitude, you're going to end up with a working physics engine. It will be a physics engine capable of a lot of very cool things, but it isn't a finished product. And the author makes it very clear throughout the book that you will not end up with a spit polished physics engine to compete with the likes of Havok. It will be rough on the edges with plenty of room for improvement, but it gets the job done. The author helps you create a working model and leaves you with many options on how to improvement. However, those options require much more advanced coding.This book provided me with exactly what I was looking for: the know-how and experience to create a physics engine for the everyday game designer. I highly recommend it. If you want to create something commercial, this is a great start, but you're going to have to buy some heavier books on top of this one if you want a very robust, optimized engine.

Gives a full tour through building a working physics engine, so it's really useful if you're getting started. However, it may feel a bit slow if you have a physics background, as this is intended at a more introductory level. The author hints at more advanced topics, such as alternative collision resolution techniques and optimization techniques, but doesn't go into detail. That said, the book does give a fully working engine, which counts for a lot.Overall a solid foundation, but you may want to supplement with more advanced materials.

All the things needed to build an actual physics engine are very thoroughly and practically explained, step by step.I especially like the way how it progresses from very simple implementations you would intuitively use, showing what you can achieve by using them, pointing to their problems and trying to use different workarounds, then gradually moving to more complex and advanced ones, one complication at the time.Which means it's also entertaining and pretty easy to understand, no matter what your previous experience is - the parts you can skip if you know a lot about any particular subject are clearly marked.The topic gets quite complex, but compared to other books the math is reduced to what you actually need - but with lot of examples and explanations why it's needed, and how you could do it whithout the math (and why it sucks ;-)

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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, by Ian Millington PDF

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