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Learning Physics Modeling With PhysX

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Learning Physics Modeling with PhysX

104 pages, Paperback

First published January 1, 2013

About the author

Krishna Kumar

236 books28 followers

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29 reviews
March 6, 2015
The new generation of high-definition, ultra-realistic video games has made a substantial impact on society. Probably, a good reason for this is that new CUDA GPUs technology allows program developers to recreate extremely vivid and realistic environments, capable of immersing the player in an alternate universe. There, telling the difference between the game and the real world becomes very difficult. This video game realism is the result of 'physics engines,' the computer software that delivers nearly accurate simulations of physical phenomena. Learning Physics Modeling with PhysX introduces the reader to the powerful physics engine PhysX. This engine is capable of simulating a variety of physical systems, such as rigid and soft body dynamics with constraints, fluid dynamics, collisions, particles, and so.

Author Krishna Kumar begins with a brief description of PhysX3 new features and gives some tips for installing the SDK and some other necessary tools, such as Visual C++ Express. Then, some fundamental concepts like initializing PhysX, creating shapes, simulating, and shutting down the engine are explained. The author covers concisely the most important aspects of physics engines, which are rigid body dynamics, collision detection, joints, scene queries, character controller, particles, and cloth. For each one of these topics a piece of code is given that simulates, in the simplest way, the particular physical phenomenon. Most important, he points out straightforwardly what objects and methods are required for each particular simulation.

Learning Physics Modeling with PhysX (http://bit.ly/1s9w7bN) is useful for aspiring game developers and those who want to learn a bit about physics engines. Even though the author does not go in-depth with physics concepts, the general idea of how to use physics engines (PhysX) to do actual physics simulations can be grasped. Hence, the book can also be a good starting point for those computer scientists who want to make their physics simulations more realistic and appealing.
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