# Paperback: 336 pages ; Dimensions (in inches): 0.86 x 9.18 x 7.02
# Publisher: O'Reilly & Associates; 1st edition (November 15, 2001)
# ISBN: 0596000065
Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding
cars. By applying the laws of physics, you can realistically model nearly
everything in games that bounces around, flies, rolls, slides, or isn't sitting
still, to create compelling, believable content for computer games, simulations,
and animation. Physics for Game Developers serves as the starting point
for enriching games with physics-based realism. Part one is a mechanics
primer that reviews basic concepts and addresses aspects of rigid body dynamics,
including kinematics, force, and kinetics. Part two applies these concepts to
specific real-world problems, such as projectiles, boats, airplanes, and cars.
Part three introduces real-time simulations and shows how they apply to computer
games. Although you don't need to be a physics expert to understand Physics
for Game Developers, the author does assume you have a basic college-level
understanding of classical physics. It should also be noted that the examples
are written in standard C and use Windows API functions.