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Volume . Game Physics Engine Development

Published: 7th March 2007 Author: Ian Millington
Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics.

Additional volumes


3D Game Engine Design

Published: 2nd November 2006 Author: David Eberly

Better Game Characters by Design

Published: 14th June 2006 Author: Katherine Isbister

Real-Time Collision Detection

Published: 22nd December 2004 Author: Christer Ericson

3D Game Engine Architecture

Published: 17th December 2004 Author: David Eberly

Collision Detection in Interactive 3D Environments

Published: 27th October 2003 Author: Gino van den Bergen

Visualizing Quaternions

Author: Andrew Hanson