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Game Physics Programming..

Bouncing Objects, Springs, Balls, Rigid Bodies...

 

Game Physics: A Practical Introduction

(Physics for Game Programmers)

by Kenwright

 

&

 

Game Inverse Kinematics: A Practical Introduction

by Kenwright

 

 

Details

The books in development focus on presenting a more practical introduction to game physics and inverse kinematics using simple C++/C# examples.  For example, the physics based book focuses on fundamental principles, such as, rigid bodies, constraint solvers, soft body dynamics, debugging, hacks and tips, while the inverse kinematics book, introduces basic methods such as the popular cyclic coordinate approach.

 

 

Game Physics: A Practical Introduction

(Practical Game Physics for Programmers)

 

 

The book aims to give a basic introduction to writing physics-based simulations for games.  While the subject of writing reliable, robust, uncomplicated simulation code is interesting and challenging, the book aims to give the reader a head start by identifying common problems and presenting uncluttered examples of simple and advanced topics to get them on the road to understanding the core principles for coding physics-based games.

 

The book is currently in beta - being edited and reformatted to ensure that is posses the clearest point of view with the least amount of ambiguity and confusion. 

 

 

BOOK TITLE:  Game Physics: A Practical Introduction

ISBN-13: 978-1-4710-3397-1

 

 

 

 

The book is currently in alpha - being edited and reformatted to ensure that is posses the clearest point of view with the least amount of ambiguity and confusion. 

 

 

BOOK TITLE:  Game Inverse Kinematics: A Practical Introduction

ISBN-13: 978-1-4849-2232-3

 

 

Game Inverse Kinematics: A Practical Introduction

 

The book gives an uncomplicated practical approach using simplified implementation examples to introduce the reader to inverse kinematic for interactive scenes. The book explains basic principles all the way through to testing and coding, while illustrating and explaining working examples to give the reader a solid grasp of the topic. The book follows a step-by-step approach, introducing basic principles and problems related to the different inverse kinematic techniques, including analytical, heuristic, and global approaches. All in all, the book presents a practical point of view with implementation details, limitations, engineering workarounds, and common pitfalls. Master the basic maths and principles needed to incorporate inverse kinematics into your simulation Code 2D and 3D inverse kinematic simulations, such as articulated characters and push-pull pulley systems Construct articulated kinematic structures for generated character poses Develop an understanding for simulation inaccuracies, numerical problems, approximations, and how to deal with them

 

Reviewers

If you would like to participate in reviewing early versions of the book to give constructive feedback so that the publish book is better.  Then please email me (bkenwright@xbdev.net).

 

Your feedback will help to make the book better.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 
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