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Physics for Game Developers: Science, math, and code for realistic effects

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If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices. Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team.

575 pages, Paperback

First published November 15, 2001

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Displaying 1 - 6 of 6 reviews
388 reviews4 followers
June 9, 2025
A nice summary of some of the most common scenarios in videogames and the basic physics behind them. It was interesting for me as I understand the physics but I had never spent much time thinking about the difficulties of implementing it in a videogame. The code examples make the discussion more concrete and are good for curiosity even though presumably you wouldn't code these things yourself with modern engines (and definitely not in C++).
Profile Image for Studio RAIN.
73 reviews
April 29, 2023
「ゲーム開発のための物理シミュレーション入門」の原書。
訳語の対応を調べるために両方買った。
Profile Image for Robert Beveridge.
2,402 reviews197 followers
May 22, 2009
David M. Bourg, Physics for Game Developers (O'Reilly, 2002)

It seems to me that when you're confronted with a book title like Physics for Game Developers, you see an undercurrent of “rocks for jocks” in that. It implies that this is physics for folks who never glommed onto physics. As someone who never got above a C in any science class after Biology I in tenth grade, then, it would seem to be right up my alley. Not so. The first five chapters of the book will kill you if you're not familiar with various forms of scientific notation. (Know your Greek letters!) It doesn't help that Bourg has overloaded a few common operators for his own means (for example, he uses * for dot product and ^ for conjunction, when coders will be used to seeing those to symbols used for multiplication and exponentiation respectively). That said, however, once you get past the first five “refresher” chapters, the book picks up a good deal. There's code! And once Bourg is describing what code does, rather than attempting to impart more abstract (well, okay, “abstract” is not the right word, but hopefully you know what I'm getting at), his language becomes a great deal clearer, at least to those of us who think in code rather than physics. Worth picking up if you're in the market for this sort of book, but you might want to pick up a copy of Physics for Dummies to help you through the first part. ***
Profile Image for Nick Black.
Author 2 books879 followers
March 23, 2008
wtf lol. you don't need me to tell you "physics for game developers" is going to make your sphincter tighten in fear. O'Reilly's just screwing with us now.

I think I stole this from someone to save them a bunch of head-scratching that'd have done them no good in the end. They're a successful fleshpeddler in Tunis the last time I checked, just spinnin' pies and oglin' thighs. Good for them.
Profile Image for Danien.
44 reviews
March 11, 2010
Not enough from the perspective of game development.
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