Dimensions
178 x 233 x 18mm
Intermediate - Advanced Level Users.
By using physics, nearly everything in games that bounces around, flies, rolls, slides or isn't sitting dead still can be realistically modelled to create compelling, believable content for computer games. This book serves as the starting point for game developers who want to enrich games with physics-based realism.
Part 1 is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics. Part 2 applies the concepts to specific real-world problems from existing computer games. Part 3 introduces real-time simulations and shows how they apply to computer games.