ACCU Home page ACCU Conference Page
Search Contact us ACCU at Flickr ACCU at GitHib ACCU at Google+ ACCU at Facebook ACCU at Linked-in ACCU at Twitter Skip Navigation

Search in Book Reviews

The ACCU passes on review copies of computer books to its members for them to review. The result is a large, high quality collection of book reviews by programmers, for programmers. Currently there are 1918 reviews in the database and more every month.
Search is a simple string search in either book title or book author. The full text search is a search of the text of the review.
    View all alphabetically
Title:
Game Physics
Author:
David H Eberly
ISBN:
1-55860-740-4
Publisher:
Elsevier
Pages:
744
Price:
Reviewer:
Paul F Johnson
Subject:
games
Appeared in:
18-4

This book is not for those with a weak constitution. If your maths is not up to muster, then don't go near the book - you plain won't be able to understand it. I didn't on the first read and I teach maths! However, if you are a games programmer and want to ensure your games realism is as good as real life, then you must have this book. It is fantastic!

For the uninitiated, games physics governs how a bullet arcs, how the speed drops over time and the likes of terminal velocity when it comes into contact with a non-air body. And that's at a simple level.

The maths in the book is enough to scare most, but thankfully, the explanations are clear and consise with all of the terms used defined. There are also plenty of code examples, so the cold maths become simpler for the programmer to understand (and use) as it is in a form they can understand. The source is also on the cover mount CD.

The book steers clear of any platform issues (everything will compile on gcc, VC++, Intel C++ and nVidias cg compiler). It is purely for the physics.