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.
This book shows how to create believable content in computer games, simulation, and animation by applying the laws of physics to moving objects in the game. Early chapters review basic concepts of rigid body dynamics, covering kinematics, force, and kinetics, and later chapters apply these concepts to real-world problems with projectiles, boats, airplanes, and cars. Final chapters introduce real-time simulations and show how they apply to computer games. A college level understanding of physics is assumed, plus proficiency in trigonometry, vector and matrix math, and calculus. Bourg is professionally involved in computer game development and consulting. Annotation c. Book News, Inc., Portland, OR (booknews.com)