Game Physics Engine Development

Game Physics Engine Development : How to Build a Robust Commercial-grade Physics Engine for Your Game

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Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in more

Product details

  • Paperback | 552 pages
  • 190 x 232 x 40mm | 1,139.98g
  • Taylor & Francis Inc
  • Focal Press US
  • Burlington, United States
  • English
  • Revised
  • 2nd Revised edition
  • 100 black & white illustrations, 10 black & white halftones
  • 0123819768
  • 9780123819765
  • 314,462

Review quote

Praise for 1st edition: "The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools. "A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code. You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & more

About Ian Millington

Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to more

Table of contents

Introduction What is Game Physics? What is a Physics Engine? Approaches to Physics Engines The Mathematics of Physics Engines The Source Code in the Book How the Book is Structured PART I Particle Physics The Mathematics of Particles Vectors Calculus Summary Exercises The Laws of Motion The Particle The First Two Laws The Integrator Summary Exercises The Particle Physics Engine Ballistics Fireworks Summary Projects PART II Mass Aggregate Physics Adding General Forces D'Alembert's Principle Force Generators Built-In Gravity and Damping Summary Exercises Springs and Spring-Like Things Hook's Law Spring-Like Force Generators Stiff Springs Summary Exercises Hard Constraints Simple Collision Resolution Collision Processing The Contact Resolver Algorithm Collision-Like Things Summary Exercises The Mass Aggregate Physics Engine Overview of the Engine Using the Physics Engine Summary Projects PART III Rigid-Body Physics The Mathematics of Rotations Rotating Objects in 2D Orientation in 3D Angular Velocity and Acceleration Implementing the Mathematics Summary Exercises Laws of Motion for Rigid Bodies The Rigid Body Newton-2 for Rotation D'Alembert for Rotation The Rigid-Body Integration Summary Exercises The Rigid-Body Physics Engine Overview of the Engine Using the Physics Engine Summary Projects PART IV Collision Detection Collision Detection The Collision Detection Pipeline Broad-Phase Collision Detection Bounding Volume Hierarchies Spatial Partitioning Summary Exercises Generating Contacts Collision Geometry Contact Generation Simple Collision Algorithms Separating Axis Tests Coherence Summary Exercises PART V Contact Physics Collision Resolution Impulse and Impulsive Torque Collision Impulses Resolving Interpenetration The Collision Resolution Process Summary Exercises Resting Contacts and Friction Resting Forces Microcollisions Types of Friction Implementing Friction Friction and Sequential Contact Resolution Summary Exercises Stability and Optimization Stability Optimizations Summary Putting It All Together Overview of the Engine Using the Physics Engine Limitations of the Engine Summary Projects PART VI Further Topics in Physics Physics in Two Dimensions 2D or 3D? Vector Mathematics Particle and Mass Aggregate Physics The Mathematics of Rotation Rigid-Body Dynamics Collision Detection Collision Response Summary Projects Other Programming Languages ActionScript 3 C Java C# Other Scripting Languages Other Types of Physics Simultaneous Contact Resolution Reduced Coordinate Approaches Summary Appendix A Useful Inertia Tensors Discrete Masses Continuous Masses Common Shapes Cuboid Sphere Cylinder Cone Hemisphere Moments of Inertia in 2D Common 2D Shapes Appendix B Useful Friction Coefficients Appendix C Mathematics Summary Vectors Quaternions Matrices Integration Physics Other Forumlasshow more

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55 ratings
4.16 out of 5 stars
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4 45% (25)
3 13% (7)
2 2% (1)
1 2% (1)
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