View Review Details
| Book: | Physics for Game Developers | |
| Subject: | Physics for Game Developers Review | |
| Date: | 2002-01-26 17:46:53 | |
| From: | Chris Laurel | |
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Rating:
Physics for Game Developers strikes a perfect balance between theory and practical examples. The chapters explaining how to simulate projectile, plane, boat, hovercraft, and car were extremely helpful applications of the theory introduced in previous chapters. I rarely felt that there was any sort of 'gap' between theory and application--nearly every parameter and equation used in the applications was at some point in the text derived (very readably) from fundamental principles of mechanics. It would have been nice to see a more thorough discussion of collision detection. While collision detection methods aren't physics, accurate and numerically robust collision detection is and essential part of any game that uses a physics engine.
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