Game Physics Engine Development
- ISBN13: 9780123694713
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- Notes: Brand New from Publisher. No Remainder Mark.
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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 th… More >>
Game Physics Engine Development
Tagged with: Development • Engine • Game • Physics


I agree with some of the other reviews. The book does have some good information in it on developing a small physics engine. However; the author seems to have a cavalier attitude toward the need for accuracy in the engine. The following is a quote from p. 95 in chapter 6 of the book.
“You can safely skipp this section: the mathematics are not explored in detail; there are restrictions on where we can use fake stiff springs, and the formulation is not always guaranteed to work. In particular, while they can fake the effect reasonably on their own, when more than one is combined, physical inaccuracies in the calculation can interact and cause serious problems.”
If this is true, then why put the information in the book at all? This is an example of the author’s writing style and it occurs repeatedly throughout the book. If you are looking for a book on physics engine development, I would suggest looking to any of the other authors on the subject. Preferably an author that values accuracy in his physics engine instead of just faking accuracy.
The book gives you step by step code on how to create a simple physics engine.
The book only for beginner, after read the book, you can’t process stacking and joint, support stacking and joint is crucial for a modern physics engine, if you need these, i recommend sPhysics Based AnimationtCit’s must have for physics engine programmer.
is a very best practical reference to development a physic game engine. Another books, too many mathematics, other, very simple, this it is a book halfway among mathematics and practical code.
This book is very thorough and has clear explanations with examples of source code. Very helpful in learning the systematics of a game physics engine.