#17 in Digital art books
Use arrows to jump to the previous/next product
Reddit mentions of Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game
Sentiment score: 3
Reddit mentions: 4
We found 4 Reddit mentions of Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game. Here are the top ones.
Buying options
View on Amazon.comor
- Pinpoints Leaks In Pressurized Gas System
- Acrylic Handle, Oversized Shower Head Delivers Adjustable Spray Pattern
- Convenient Spray For Hard To Reach Areas
- Telltale bubbles indicate leaks
- Non Corrosive Non Clogging
Features:
Specs:
Height | 9.25195 Inches |
Length | 7.51967 Inches |
Number of items | 1 |
Release date | September 2010 |
Weight | 2.09880073424 Pounds |
Width | 1.25 Inches |
If you want to learn about all of the ins-and-outs it looks pretty legit. But, if you haven't written a physics engine before this is probably way too deep as there's not a lot of sample code to absorb and understand.
If you're looking for something a lot less wordy, and more instructional, I really liked this book: http://www.amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768/ref=sr_sp-atf_title_1_3?s=books&ie=UTF8&qid=1368143382&sr=1-3&keywords=physics+game.
The book you linked above would be a really good reference guide for someone who's been working on physics for a while, though. Something to refer to when you need a kick in the right direction.
Well sure, a library is also just code. It's just a lot of additional work.
This is a pretty well-known book about how to implement a physics engine for games. However, platformers like Super Mario don't use real physics, it's all fake. What you do need though is collision detection, like rectangle/rectangle collision. That's pretty easy to do generally.
In general, don't look for JavaScript tutorials in particular for these, look for the math behind it. Translating that into code should be easy once you know what to do.
You could take a look at this book about Game Physics Engine Development.
It covers pretty much every aspect of a physics engine you can think of.
There are chapters about laws of motion, mass-aggregated physics and rigid bodies.
The author requires you to know basic math, e.g. basic algebra, trigonometry and coordinate geometry.
Some knowledge of linear algebra might be helpful as well.
Everything fancier than that is introduced or reviewed to some extent.
How about this? I haven't personally read it so I can't comment on it.