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March 22, 2007
1 Min Read
Author: by Beth A.
In answer to a need for an introductory book on game physics with solid coding guidance but which limits the math content, Elsevier has recently released Game Physics Engine Development in the Morgan Kaufmann Series in Interactive 3D Technology. Ian Millington brings his extensive professional programming experience. 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. This book 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. For more information, visit the Elsevier website.
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