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Physics for Game Developers

David M. Bourg

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مشخصات کتاب

نویسنده
David M. Bourg
سال انتشار
۲۰۰۱
فرمت
PDF
زبان
انگلیسی
تعداد صفحات
۹ صفحه
حجم فایل
۴٫۱ مگابایت
شابک
9780596000066، 0596000065

دربارهٔ کتاب

David M. Bourg, Physics for Game Developers (O'Reilly, 2002) It seems to me that when you're confronted with a book title like Physics for Game Developers, you see an undercurrent of "rocks for jocks" in that. It implies that this is physics for folks who never glommed onto physics. As someone who never got above a C in any science class after Biology I in tenth grade, then, it would seem to be right up my alley. Not so. The first five chapters of the book will kill you if you're not familiar with various forms of scientific notation. (Know your Greek letters!) It doesn't help that Bourg has overloaded a few common operators for his own means (for example, he uses \* for dot product and ^ for conjunction, when coders will be used to seeing those to symbols used for multiplication and exponentiation respectively). That said, however, once you get past the first five "refresher" chapters, the book picks up a good deal. There's code! And once Bourg is describing what code does, rather than attempting to impart more abstract (well, okay, "abstract" is not the right word, but hopefully you know what I'm getting at), his language becomes a great deal clearer, at least to those of us who think in code rather than physics. Worth picking up if you're in the market for this sort of book, but you might want to pick up a copy of Physics for Dummies to help you through the first part. \*\*\*

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.

colliding Billiard Balls. Missile Trajectories. Cornering Dynamics In Speeding Cars. By Helping Game Developers 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.

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. 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. Although you don't need to be a physics expert to understand Physics for Game Developers, the author does assume you have a basic college-level understanding of classical physics. It should also be noted that the examples are written in standard C and use Windows API functions. Enriching Game Content with Physics-based Realism 1 Table of Contents 5 Chapter 1 17 Chapter 2 41 Chapter 3 73 Chapter 4 85 Chapter 5 103 Chapter 6 117 Chapter 7 137 Chapter 8 162 Chapter 9 179 Chapter 10 184 Chapter 11 188 Chapter 12 200 Chapter 13 221 Chapter 14 239 Chapter 15 246 Chapter 16 265 Chapter 17 287 APPENDIX A 301 APPENDIX B 311 APPENDIX C 319 Bibliography 329 Index 334 Offers advice for using physics concepts to increase the realism of computer games, covering mechanics, real-world situations, and real-time simulations.

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