Overview
- Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics
- Ideal for all budding games programmers, with example code in Java, C#, and C
- Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET
- Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer
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Table of contents (15 chapters)
Keywords
About this book
Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming even if you dont have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior of cars, planes, projectiles, rockets, and boats.
This book is neither code heavy nor language specific, and all chapters include unique, challenging exercises for you to solve. This unique book also includes historical footnotes and interesting trivia. You'll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained.
About the author
Bibliographic Information
Book Title: Physics for Game Programmers
Authors: Grant Palmer
DOI: https://doi.org/10.1007/978-1-4302-0021-5
Publisher: Apress Berkeley, CA
eBook Packages: Professional and Applied Computing, Apress Access Books, Professional and Applied Computing (R0)
Copyright Information: Grant Palmer 2005
Softcover ISBN: 978-1-59059-472-8Published: 20 April 2005
eBook ISBN: 978-1-4302-0021-5Published: 27 December 2007
Edition Number: 1
Number of Pages: XXV, 472
Topics: Game Development, Software Engineering/Programming and Operating Systems