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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game

Ian Millington




[PDF.xt33] Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game

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 | #622123 in Books |  2010-01-02 | Original language:English | PDF # 1 |  9.10 x.30 x7.40l,2.05 | File type: PDF | 552 pages

||8 of 8 people found the following review helpful.| Great book to get a basic physics engine off the ground|By Customer|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 ma| ||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

Physics 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.

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You can specify the type of files you want, for your device.Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game   |  Ian Millington. Which are the reasons I like to read books. Great story by a great author.

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