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
physicsbased 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 physicsbased 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
ISBN13: 9781471033971



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
ISBN13: 9781484922323


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 stepbystep
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 pushpull 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.
