Physics for Game Developers (Paperback)

David M Bourg

  • 出版商: O'Reilly
  • 出版日期: 2001-11-15
  • 定價: $1,330
  • 售價: 5.0$665
  • 語言: 英文
  • 頁數: 336
  • 裝訂: Paperback
  • ISBN: 0596000065
  • ISBN-13: 9780596000066
  • 相關分類: 物理學 Physics
  • 立即出貨(限量) (庫存=9)



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 those who want to enrich games with physics-based realism.

Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including:

  • 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

You don't need to be a physics expert to learn from Physics for Game Developers, but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and
matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.




- 火箭和導彈的軌跡,包括燃料燃燒的影響
- 撞球等物體的碰撞
- 在狹窄彎道上行駛的汽車的穩定性
- 船舶和其他水上交通工具的動力學
- 棒球被球棒擊中後的飛行軌跡
- 飛機的飛行特性

您不需要成為物理學專家才能從《遊戲開發者的物理學》中學習,但作者假設您了解基本的大學水平古典物理學。您還應該精通三角學、向量和矩陣數學(附錄中包含參考公式和恆等式),以及大學水平的微積分,包括對明確函數的積分和微分。儘管本書的重點是物理原理和算法,但應注意的是,示例是用標準的C編寫的,並使用Windows API函數。