Physics for Game Developers

Physics for Game Developers

Offers advice for using physics concepts to increase the realism of computer games, covering mechanics, real-world situations, and real-time simulations.

Author: David M. Bourg

Publisher: "O'Reilly Media, Inc."

ISBN: 0596000065

Category: Games & Activities

Page: 326

View: 814

Offers advice for using physics concepts to increase the realism of computer games, covering mechanics, real-world situations, and real-time simulations.
Categories: Games & Activities

Physics for Game Developers

Physics for Game Developers

If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development.

Author: David M Bourg

Publisher: "O'Reilly Media, Inc."

ISBN: 9781449361044

Category: Computers

Page: 578

View: 692

If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices. Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team. Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays Capture 3D sound effects with the OpenAL audio API
Categories: Computers

Physics for Game Developers 2nd Edition

Physics for Game Developers  2nd Edition

If you want to enrich your game's experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development.

Author: David M. Bourg. Bryan Bywalec

Publisher:

ISBN: 144936103X

Category:

Page:

View: 855

Categories:

Game Physics Cookbook

Game Physics Cookbook

Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your gamesAbout This Book* Get a comprehensive coverage of techniques to create high performance collision detection in games* ...

Author: Gabor Szauer

Publisher:

ISBN: 1787123669

Category:

Page: 475

View: 920

Over 100 powerful recipes to help you implement efficient game physics and collision detection in your gamesAbout This Book* Get a comprehensive coverage of techniques to create high performance collision detection in games* Learn the core mathematics concepts and physics involved in depicting collision detection for your games* Get a hands-on experience of building a rigid body physics engineWho This Book Is ForThis game is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D.What you will learn* Implement fundamental maths so you can develop gamed* Use matrices to encode linear transformations* Know how to check geometric primitives for collisions* Build a Physics engine that can create realistic rigid body behavior* Understand advanced techniques, including the Separating Axis Theorem* Create physically accurate collision reactions* Explore spatial partitioning as an acceleration structure for collisions* Resolve rigid body collisions between primitive shapesIn DetailPhysics is really important for game programmers who want to add physical realism to their games. Collision detection is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus.You'll begin by building a strong foundation in mathematics, which will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform collision tests for these primitives. We then pivot to one of the harder areas of game development-collision detection and resolution.Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read math formulas on geometry and linear Algebra.
Categories:

Game Physics Engine Development

Game Physics Engine Development

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.

Author: Ian Millington

Publisher: CRC Press

ISBN: 9780123819765

Category: Art

Page: 524

View: 734

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 operation.
Categories: Art

Beginning Math and Physics for Game Programmers

Beginning Math and Physics for Game Programmers

Quite often , game developers use bounding spheres to simplify collision detection between two objects that don't require precise collision .

Author: Wendy Stahler

Publisher: New Riders

ISBN: 0735713901

Category: Computers

Page: 475

View: 247

A guide to game programming discusses concepts of both mathematics and physics that are related to successful game development.
Categories: Computers

Mathematics and Physics for Programmers

Mathematics and Physics for Programmers

Looks at the mathematics and physics concepts that are used in computer game programming.

Author: Danny Kodicek

Publisher: Muska/Lipman

ISBN: 1435457331

Category: Computers

Page: 667

View: 592

Looks at the mathematics and physics concepts that are used in computer game programming.
Categories: Computers

Physics for Game Programmers

Physics for Game Programmers

Game programmers are—well, programmers. Why does a game programmer need to know about physics? It turns out that a knowledge of physics is crucially ...

Author: Grant Palmer

Publisher: Apress

ISBN: 9781430200215

Category: Computers

Page: 472

View: 221

*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.
Categories: Computers

Introduction to Game Physics with Box2D

Introduction to Game Physics with Box2D

A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics.

Author: Ian Parberry

Publisher: CRC Press

ISBN: 9781315360614

Category: Computers

Page: 275

View: 534

Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.
Categories: Computers

Physics for Flash Games Animation and Simulations

Physics for Flash Games  Animation  and Simulations

The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.

Author: Adrian Dobre

Publisher: Apress

ISBN: 1430236744

Category: Computers

Page: 558

View: 305

Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations. Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right) Packed full of practical examples of how physics can be applied to your own games and applications Addresses the diverse needs of game developers, animators, artists, and e-learning developers The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.
Categories: Computers

Video Game Development

Video Game Development

Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online.

Author: Source Wikipedia

Publisher: University-Press.org

ISBN: 1230628223

Category:

Page: 208

View: 543

Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 206. Chapters: Parallax scrolling, OpenGL, Video game developer, Allegro library, Blender, Collision detection, Simple DirectMedia Layer, Video game publisher, Content delivery, Game engine, Horizontal blank interrupt, Vertical blank interrupt, Game programmer, List of home computers by video hardware, Video game music, Development history of Duke Nukem Forever, Console wars, Development of Spore, Linux gaming, GPGPU, 2.5D, Screenwriting, Sprite, Homebrew, Mac gaming, Open source video game, Game testing, Soft body dynamics, Atari 2600 homebrew, Cover system, Game design, In-game advertising, Game programming, Game localization, Physics engine, Multicart, Level design, Making of Doom, Nintendo DS homebrew, List of video game designers, Microsoft XNA, John De Margheriti, Mod, List of level editors, Artificial intelligence, Virtual camera system, Digitizing, Troy Lyndon, Video game conversion, List of video game industry people, Video game remake, Game Developers Conference, Comp.sys.sinclair Crap Games Competition, Seamless3d, French video game policy, Game accessibility, General Graphics Interface, Mode 7, Igromania, Game art design, OpenAL, Indie Game Jam, Ragdoll physics, Localization of Square Enix video games, GLBasic, Gunpei Yokoi, Net Yaroze, Chrome Engine, Interactive storytelling, Game demo, Video game clone, Regional lockout, Computer game bot, Pre-rendering, Video game producer, Illuminate Labs, Gabe Newell, DX Studio, Expansion pack, Awomo, Game design document, Unlockable game, Generic Tile Engine, Online distribution, Global Game Jam, International Game Developers Association, MegaTexture, NTSC-C, Fenix Project, BennuGD, The Independent Games Developers Association, Game development tool, PowerPlay, Ken Williams, Australian Game Developers Conference, MeshLab, Video game development party, Idle animations, Visual3D...
Categories:

AI for Game Developers

AI for Game Developers

If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.

Author: David M Bourg

Publisher: "O'Reilly Media, Inc."

ISBN: 9781491900109

Category: Computers

Page: 392

View: 813

Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games.Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm AI scripting Rule-based AI: learn about variants other than fuzzy logic and finite state machines Basic probability Bayesian techniques Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.
Categories: Computers

Cocos2d Cross Platform Game Development Cookbook

Cocos2d Cross Platform Game Development Cookbook

Develop games for iOS and Android using Cocos2d with the aid of over 70 step-by-step recipes About This Book Learn to efficiently use Cocos2d to develop cross-platform games, and have them work on iOS as well as Android Get acquainted with ...

Author: Siddharth Shekar

Publisher: Packt Publishing Ltd

ISBN: 9781784390440

Category: Computers

Page: 384

View: 480

Develop games for iOS and Android using Cocos2d with the aid of over 70 step-by-step recipes About This Book Learn to efficiently use Cocos2d to develop cross-platform games, and have them work on iOS as well as Android Get acquainted with industry-wide professional tools such as Glyph Designer, Texture Packer, and Physics Editor, as well as using the Swift/ Sprite builder implementation of Cocos2d Use the easy-to-follow recipes to develop as well as deploy games to the Playstore and the App Store Who This Book Is For This book is for intermediate game developers and especially the ones who are generally curious to find out what's new in Cocos2d v 3.3. What You Will Learn Build custom sprites with custom animations for the game Build interactivity into your game by adding gestures and touch interactions Understand AI enemy programming and path finding to make games more exciting Add physics to your game to make it more lively and interactive Get familiar with the Swift and Sprite builder implementations along with Objective-C programming Perform hassle-free deployment of games built in iOS onto Android Add effects and particle systems to make the game more colorful In Detail Cocos2d is the world's leading game development framework for developing iOS games. With the introduction of Swift and Spritebuilder, it has become easier than ever to develop the games of your dreams without much effort. With Cocos2d, you can also deploy the game on Android, thereby maximizing profit and reducing development and porting costs. The book starts off with a detailed look at how to implement sprites and animations into your game to make it livelier. You will then learn to add scenes to the game such as the gameplay scene and options scene and create menus and buttons in these scenes, as well as creating transitions between them. From there on, you will get an understanding of how to program user interactions such as tapping, holding, and swiping. You'll then add accelerometer inputs and physics to the scene, and make objects respond back to the inputs. A game is practically incomplete without audio being added, so this will be covered next. The next section will include ways to add Artificial Intelligence to enemies in the game, allowing them to patrol, chase, and shoot in a projectile manner. You will then learn to use NSUserDefault to save and load game progress, and create and access files using JSON, Plist, and XML files for custom storage and retrieval of data. Then you will learn to add dynamic lighting to your game and will use industry-wide tools such as Texture Packer, Glyph Designer, Physics Editor, Particle Designer, and Sprite Illuminator to create more visually appealing and performance-optimized games. Towards the end of the book, we dive into Apple's latest programming language—Swift, highlighting the major differences between Objective C and Swift. The book culminates with taking your existing game developed for iOS and porting it to Android, showing you how to install the Android Xcode plugin as well. Style and approach The book is written in an extremely lucid and step-by-step manner; it can be understood easily by anyone. The topics included are broken down into individual chapters so you can refer to the specific chapter to get answers on the subject you are interested in.
Categories: Computers

Unreal Engine Physics Essentials

Unreal Engine Physics Essentials

Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 About This Book Use the Physics Asset Tool within Unreal Engine 4 to develop game physics objects for ...

Author: Katax Emperore

Publisher: Packt Publishing Ltd

ISBN: 9781784398231

Category: Computers

Page: 216

View: 646

Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 About This Book Use the Physics Asset Tool within Unreal Engine 4 to develop game physics objects for your game world Explore the Collision mechanics within Unreal Engine 4 to create advanced, real-world physics A step-by-step guide to implementing the Physics concepts involved in Unreal Engine 4 to create a working Vehicle Blueprint Who This Book Is For This book is intended for beginner to intermediate users of Epic Games' Unreal Engine 4 who want to learn more about how to implement physics within their game-world. No matter what your knowledge base of Unreal Engine 4 is, this book contains valuable information on blueprint scripting, collision generation, materials, and the Physical Asset Tool (PhAT) for all users to create better games. What You Will Learn Get to know basic to intermediate topics in mathematics and physics Create assets using the Physics Asset Tool (PhAT) in Unreal Engine 4 Develop Collision Hulls, which are necessary to take advantage of Unreal Engine 4's physics and collision events Use constraints to create advanced physics-based assets for your game-world Working knowledge of physics bodies, physics damping, and friction within Unreal Engine 4 Develop physical materials to recreate real-world friction for substances such as glass and ice Create a working vehicle blueprint from scratch using assets provided by Unreal Engine 4 Gain knowledge about implementing advanced physics in Unreal Engine 4 using C++ programming In Detail Unreal Engine 4 is one of the leading game development tools used by both AAA and independent developers alike to create breathe-taking games. One of the key features of this tool is the use of Physics to create a believable game-world for players to explore. This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4. Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world. Next, dive into Unreal Engine 4's collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics. Style and approach An easy-to-follow reference text filled with working examples of physics within Unreal Engine 4. Each topic is broken down to easily explain how to implement physics and physical objects in your game-world using the tools provided by Epic Games Unreal Engine 4.
Categories: Computers

Unity 2019 3D Game Physics

Unity 2019 3D Game Physics

Learn and apply 2D and 3D game physics with Unity 2019 About This Video A complete introduction to the power of game physics for Unity 2019 Deep dive into the components and the C# programming for both 2D and 3D physics Practical tips based ...

Author: Samuel Rivello

Publisher:

ISBN: 1838552057

Category:

Page:

View: 181

Learn and apply 2D and 3D game physics with Unity 2019 About This Video A complete introduction to the power of game physics for Unity 2019 Deep dive into the components and the C# programming for both 2D and 3D physics Practical tips based on the author's 19 years of experience shipping successful game titles In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection, in particular, is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This course will help you to understand game physics better. You will practice creating your own physics components and improve your knowledge of Newton's Laws of Motion and their applications to game development. This course will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where rigid body physics is the main focus, and learn about intersection algorithms for primitive shapes. You will be implementing 2D and 3D primitives, and we'll show you how to perform effective collision tests and cover one of the harder areas of game development-collision detection and resolution. Further on, you will learn what a physics engine is, how to set up a game window, and how to implement rendering. You'll also find out how to implement a rudimentary physics engine, which you can use to build an "Angry Birds" type of game or a more advanced game. By the end of this course, you will have gained confidence in translating theories of physics into working game code. You will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!
Categories:

Unreal Engine Physics Essentials

Unreal Engine Physics Essentials

Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4About This Book- Use the Physics Asset Tool within Unreal Engine 4 to develop game physics objects for ...

Author: Devin Sherry

Publisher:

ISBN: 1784394904

Category: Computers

Page: 216

View: 423

Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4About This Book• Use the Physics Asset Tool within Unreal Engine 4 to develop game physics objects for your game world• Explore the Collision mechanics within Unreal Engine 4 to create advanced, real-world physics• A step-by-step guide to implementing the Physics concepts involved in Unreal Engine 4 to create a working Vehicle BlueprintWho This Book Is ForThis book is intended for beginner to intermediate users of Epic Games' Unreal Engine 4 who want to learn more about how to implement physics within their game-world.No matter what your knowledge base of Unreal Engine 4 is, this book contains valuable information on blueprint scripting, collision generation, materials, and the Physical Asset Tool (PhAT) for all users to create better games.What You Will Learn• Get to know basic to intermediate topics in mathematics and physics• Create assets using the Physics Asset Tool (PhAT) in Unreal Engine 4• Develop Collision Hulls, which are necessary to take advantage of Unreal Engine 4's physics and collision events• Use constraints to create advanced physics-based assets for your game-world• Working knowledge of physics bodies, physics damping, and friction within Unreal Engine 4• Develop physical materials to recreate real-world friction for substances such as glass and ice• Create a working vehicle blueprint from scratch using assets provided by Unreal Engine 4• Gain knowledge about implementing advanced physics in Unreal Engine 4 using C++ programmingIn DetailUnreal Engine 4 is one of the leading game development tools used by both AAA and independent developers alike to create breathe-taking games. One of the key features of this tool is the use of Physics to create a believable game-world for players to explore.This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4.Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world.Next, dive into Unreal Engine 4's collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics.Style and approachAn easy-to-follow reference text filled with working examples of physics within Unreal Engine 4. Each topic is broken down to easily explain how to implement physics and physical objects in your game-world using the tools provided by Epic Games Unreal Engine 4.
Categories: Computers

Game Developer s Open Source Handbook

Game Developer s Open Source Handbook

These are supplemented by a wide range of free tools for programmers and artists, including graphics editors, IDEs, MIDI sequencers, and 3D editors.

Author: Steven Goodwin

Publisher:

ISBN: 1584504978

Category: Computers

Page: 450

View: 199

With the cost of games development continuously increasing, studios are looking for innovative ways to reduce their budgets without compromising quality. At the same time, developers are looking toward more complex and customisable software, tools, and libraries to build truly next generation games. These two goals have traditionally been mutually exclusive. Open Source Software can solve both problems by providing game developers with free, high-quality, tools and libraries for every aspect of the development process. Graphics, audio, physics, networking and movie playback code are all available for the taking, written, tested, and ready to use. These are supplemented by a wide range of free tools for programmers and artists, including graphics editors, IDEs, MIDI sequencers, and 3D editors. This free and Open Source Software can increase the scope of the technology available, and reduce the financial burden for any studio. The Game Developer?s Open Source Handbook uncovers this world of Open Source software and teaches developers what code is available, where to get it, how to incorporate it into existing processes, and, most important, how to adhere to the license agreements for redistribution. The book is for all game developers, especially the ?indies,? who want to apply the wealth of free software to their own game. Members of the Linux fraternity will also find it a useful insight into the methods by which these libraries can be applied into constructing a game. And it will be required reading for the producers and systems analysts of game studios who want to see the big picture. The book introduces a new world of software, and a new way of developing games for the 21st Century. With the cost of games development continuously increasing, studios are looking for innovative ways to reduce their budgets without compromising quality. At the same time, developers are looking toward more complex and customisable software, tools, and libraries to build truly next generation games. These two goals have traditionally been mutually exclusive. Open Source Software can solve both problems by providing game developers with free, high-quality, tools and libraries for every aspect of the development process. Graphics, audio, physics, networking and movie playback code are all available for the taking, written, tested, and ready to use. These are supplemented by a wide range of free tools for programmers and artists, including graphics editors, IDEs, MIDI sequencers, and 3D editors. This free and Open Source Software can increase the scope of the technology available, and reduce the financial burden for any studio. The Game Developer?s Open Source Handbook uncovers this world of Open Source software and teaches developers what code is available, where to get it, how to incorporate it into existing processes, and, most important, how to adhere to the license agreements for redistribution. The book is for all game developers, especially the ?indies,? who want to apply the wealth of free software to their own game. Members of the Linux fraternity will also find it a useful insight into the methods by which these libraries can be applied into constructing a game. And it will be required reading for the producers and systems analysts of game studios who want to see the big picture. The book introduces a new world of software, and a new way of developing games for the 21st Century.
Categories: Computers

Mathematics for Game Developers

Mathematics for Game Developers

You'll also learn how to leverage software to help solve algebraic equations. Through numerous examples, this book clarifies how mathematical ideas fit together and how they apply to game programming.

Author: Christopher Tremblay

Publisher: Course Technology

ISBN: UOM:39015059310220

Category: Computers

Page: 627

View: 438

Mathematics for Game Developers is just that—a math book designed specifically for the game developer, not the mathematician. As a game developer, you know that math is a fundamental part of your programming arsenal. In order to program a game that goes beyond the basics, you must first master concepts such as matrices and vectors. In this book, you will find some unique solutions for dealing with real problems you'll face when programming many types of 3D games. Not only will you learn how to solve these problems, you'll also learn why the solution works, enabling you to apply that solution to other problems. You'll also learn how to leverage software to help solve algebraic equations. Through numerous examples, this book clarifies how mathematical ideas fit together and how they apply to game programming.
Categories: Computers

Introduction to Game Development

Introduction to Game Development

Based on the curriculum guidelines of the IGDA, this is the first book to survey all aspects of the theory and practice of game development and design.

Author: Steve Rabin

Publisher:

ISBN: 1584503777

Category: Computers

Page: 979

View: 198

Based on the curriculum guidelines of the IGDA, this is the first book to survey all aspects of the theory and practice of game development and design. Key topics include critical game studies, level design, game programming, artificial intelligence, mathematics and physics, and audio design and production. The CD-ROM covers tutorials, animations, images, demos, source code, and lecture slides.
Categories: Computers

Mathematics and Physics for Programmers Second Edition

Mathematics and Physics for Programmers  Second Edition

Beginning with the basic aspects of mathematics and physics that are relevant to games, and moving on to more complex topics, the book combines theory and practice and the reader develops a number of games throughout the course of the book.

Author: John Flynt

Publisher:

ISBN: OCLC:1105798252

Category: Internet games

Page: 687

View: 888

The casual game market continues to expand, and with the use of Flash growing and the increased popularity of the iPhone and other mobile gaming devices, developers have an exciting new route to market. But many of these budding game programmers find that they're missing the core math and physics skills they need to develop even simple games. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, SECOND EDITION teaches beginning game programmers they skills they need to develop causal games. Beginning with the basic aspects of mathematics and physics that are relevant to games, and moving on to more complex topics, the book combines theory and practice and the reader develops a number of games throughout the course of the book. With the concepts and techniques presented in the book, readers should be able to program a number of standard casual game types, including Mario-style platformers, driving simulations, puzzle games, and a simple first-person shooter. They will also gain a basic understanding of 2D and 3D geometry.
Categories: Internet games