Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.
Physics modeling is taking the game development industry by storm. It is a powerful too for producing great-looking, realistic games. A simple model can create effects beyond the wildest expectations. Advances in processing speed and 3D rendering technology have revolutionized games. A good understanding of the underlying physics and how to implement it as a programmer are essential to making a really good 3D game.
About the Author
David Conger is a former professor of Computer Science and Business Computer Programming at Alburquerque Technical-Vocational Institute of Alburquerque,
New Mexico. As a Software Engineer, he wrote firmware for parallel processing real time graphics display controllers used on military aircraft (specifically the F15E
fighter and OH58D helicopter). In addition, he wrote PC games for American Laser Games, Her Interactive, and Microsoft Corporation.
David's writing career began as a supplement to his software development career. His first book, published in 1987, was a collection of folktales from India and the Far East retold in English for Western children. Since that time, he has authored five books about computers, including Fundamentals of Microcomputers for Technology Students (Prentice Hall; 0132170191), C++ Software Development for Technology Students (Prentice Hall, 0133701808), Software Development in C: A Practical Approach to Programming and Design (Prentice Hall, 0133701727), The Complete Idiot's Guide to C# Programming (Alpha Books, 002864378X), and Remoting with C# and .NET: Remote Objects for Distributed Applications (John Wiley & Sons, 047127352X).