| Review: |
Here Grant Palmer gives you all the resources that you will need to install realism into your game programs. For example, if you want to create a racing car game it will give you all the equations that you need: the basic acceleration equations for a car, the drag coefficient for a racing car, and the equations that govern skidding and turning. The first six chapters cover the basic concepts needed for all physics modelling: Newtonian mechanics; basic kinematics; projectiles, and collisions. Based on these basic concepts, the physics is applied to specific applications: sports; cars and motorbikes; boats, aeroplanes; rockets and missiles, and explosions and lasers. The last chapter looks at probability techniques and explains how to add randomness to your games. |