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bronxbomber92
2007.09.26, 09:59 PM
I going to read one of these two books (hopefully both eventually):

Physics for Game Developers

and

Game Physics Engine Development

Does anyone have any opinions about these two? My goal is to make a 2D rigid body engine which deals with collisions detection and resting contacts, joints, and springs. Then, expand that to 3D.

OneSadCookie
2007.09.26, 10:17 PM
I'm sure both of 'em deal with 3D, which means that you may actually find the 3D case easier based on the book...

There's one physics book out there which uses absurd American units and spends most of its time converting between them, rather than getting on with the actual physics. Make sure you have a book that works in metric ;)

bronxbomber92
2007.09.26, 10:48 PM
I'm sure both of 'em deal with 3D, which means that you may actually find the 3D case easier based on the book...

There's one physics book out there which uses absurd American units and spends most of its time converting between them, rather than getting on with the actual physics. Make sure you have a book that works in metric ;)
Would you mind telling me what the name of the book is? :rolleyes:

OneSadCookie
2007.09.26, 11:01 PM
Don't remember any more, sorry :p

Skorche
2007.09.27, 12:48 AM
Go with the Kaufmann book, the O'Reilly book is trash.

Nevada
2007.09.27, 10:24 AM
I'm sure both of 'em deal with 3D, which means that you may actually find the 3D case easier based on the book...

There's one physics book out there which uses absurd American units and spends most of its time converting between them, rather than getting on with the actual physics. Make sure you have a book that works in metric ;)

Teaching any science in American units is a recipe for disaster... I may be American but I am quite appalled with the fact that we still use such awkward units... Sorry, a bit off topic...

aarku
2007.09.27, 11:46 AM
Go with the Kaufmann book, the O'Reilly book is trash.
I can confirm the O'Reilly book is not very good.

FreakSoftware
2007.09.27, 01:50 PM
Roger. The O'Reilly book is written from a very mathy perspective. It could have been written a lot clearer.

Skorche
2007.09.27, 02:32 PM
It's not even that it's from a "mathy" perspective. It's a summary of a college physics text. Other than giving you some code that implements ballistics and forces on rigid bodies, you're on your own.

It doesn't teach you anything about collision detection, handling contact, or how it all fits together. You get to figure that all out on your own. (and it's the hard part.)

Duane
2007.09.27, 04:28 PM
I dunno; I rather liked the o'reilly one. I used it for some simulation work with my sister's physics book, and together they were great.

bronxbomber92
2007.09.27, 05:30 PM
Thanks for the input guys! I think I'll go with "Game Physics Engine Development" :)