Jumat, 14 Mei 2010

[Q765.Ebook] Download Ebook Mathematics & Physics for Programmers (Game Development Series), by Danny Kodicek, John P Flynt

Download Ebook Mathematics & Physics for Programmers (Game Development Series), by Danny Kodicek, John P Flynt

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Mathematics & Physics for Programmers (Game Development Series), by Danny Kodicek, John P Flynt

Mathematics & Physics for Programmers (Game Development Series), by Danny Kodicek, John P Flynt



Mathematics & Physics for Programmers (Game Development Series), by Danny Kodicek, John P Flynt

Download Ebook Mathematics & Physics for Programmers (Game Development Series), by Danny Kodicek, John P Flynt

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Mathematics & Physics for Programmers (Game Development Series), by Danny Kodicek, John P Flynt

The casual game market continues to expand, and with the use of Flash growing and the increased popularity of the iPhone and other mobile gaming devices, developers have an exciting new route to market. But many of these budding game programmers find that they're missing the core math and physics skills they need to develop even simple games. Mathematics and Physics for Programmers (Second Edition) teaches beginning game programmers they skills they need to develop causal games. Beginning with the basic aspects of mathematics and physics that are relevant to games, and moving on to more complex topics, the book combines theory and practice and the reader develops a number of games throughout the course of the book. With the concepts and techniques presented in the book, readers should be able to program a number of standard casual game types, including Mario-style platformers, driving simulations, puzzle games, and a simple first-person shooter. They will also gain a basic understanding of 2D and 3D geometry.
Features

From the Publisher

  • Provides coverage of all the latest casual gaming technology, including mobile devices such as the iPhone.
  • Written for beginning game programmers who need to learn the basic mathematics and physics skills necessary to develop casual games.
  • The book covers both theory and practice through hands-on application of new skills learned.
  • All examples and techniques are non-platform specific.
  • An accompanying CD-ROM includes all the source code needed to create the games in the book.

  • Sales Rank: #1499781 in Books
  • Brand: Brand: Cengage Learning PTR
  • Published on: 2011-09-28
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x 7.00" w x 1.75" l, 2.92 pounds
  • Binding: Paperback
  • 688 pages
Features
  • Used Book in Good Condition

Review
Introduction. The Games. Part I: GENERAL TECHNIQUES. 1. Numbers. 2. Arithmetic. 3. Algebra. 4. Trigonometry and Pythagoras. 5. Vectors. Part II: BALLISTICS AND COLLISIONS. 6. Forces, Mass, and Energy. 7. Collisions Between Simple Shapes. 8. Collisions Between Complex Shapes. 9. Particle Systems. Part III: MORE COMPLEX MATHEMATICS. 10. Calculus. 11. 3D Geometry. 12. Lighting and Textures. 13. 3D Terrains. Part IV: MORE COMPLEX PHYSICS. 14. Angular Motion. 15. Friction. 16. Oscillations. Appendix A: Glossary of Mathematical Terms. Appendix B: Language References and Pseudocode. Appendix C: About the CD-ROM. Appendix D: Further Reading and Resources. Appendix E: Answers to Exercises.

About the Author
Danny Kodicek is a graduate of Cambridge University. He works with Sunflower Learning in the UK, developing science simulations and tools for schools - his software has been translated into over fifteen languages and is sold worldwide. As a freelancer his previous clients include the BBC and the Royal Air Force, and he was co-creator of the award-winning TimeHunt Web site.

John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his previous books are "In the Mind of a Game," "Perl Power!," "UnrealScript Game Programming All in One," "Simulation and Event Modeling for Game Developers" (with co-author Ben Vinson), "Beginning Pre-Calculus for Game Developers," "Java Programming for the Absolute Beginner," "Beginning Math Concepts for Game Developers," and "Software Engineering for Game Developers." Among other engagements, he has been a speaker at game and educational conferences in San Antonio, LA, Atlanta, Austin, West Lafayette, and the 2004 Xtreme Game Developers Expo in Mountain View, CA. He has worked as a consultant on several curriculum development initiatives involving some of the largest proprietary colleges in the US and has taught literature, political science, computer science, and game development. He has been contracted by DeVry University as a game course developer, and DeVry has adopted Software Engineering for Game Developers for its national curriculum. John lives in the foothills near Boulder, Colorado.

Most helpful customer reviews

1 of 1 people found the following review helpful.
Very superficial.
By Alfredo Metere
It lacks depth of content. Basically useless.

8 of 9 people found the following review helpful.
Would Be Good If Not For Errors
By Scotty Kay
This book would be good if it were not for the embarrassing number of typos and mistakes. I'm fortunate in that I already know a lot of the material that is being presented so I have been able to notice many of the errors, but I'm still concerned that there are many inaccuracies that I am not noticing on topics I'm unfamiliar with.

The fact that this is a second edition is even more puzzling. If this is a second edition, how much worse could the errors in the first edition have been? The official website does not have an errata or notes so there's not even a location where you can check to see what is wrong in the book.

The errors present are a real shame, because this book could've been quite good. The topics are covered in a sensible order at a good clip and could be quite useful to many a programmer. Unfortunately, with this book, you can never be sure if the material being presented is correct.

1 of 2 people found the following review helpful.
Nice Overview or Refresher. Interesting Read, But Not as Good as Lengyel or Dunn.
By A. M. Hernandez
This book was quite an interesting read. Though a book of math and physics sounds like it would be boring, I found the text to be pretty engaging. At 688 pages, it’s not the longest technical resource, but the authors manage to pack a good deal in those pages. Of course, there is a lot of math in here, but that’s not all. Even some random topics like mazes and game theory pop up near the end. I really did enjoy the book and it seems worthwhile.

Some of the areas of focus include even basic number representations, arithmetic, algebra and trigonometry, vectors and calculus, to mass and acceleration, collision detection, force and motion, friction and more. Finally, in the last section, the authors cover some tangential topics like tile-based games, mazes, game theory and AI, even search techniques. Really, a good roster.

One of the main reasons I purchased this book, aside from general interest, was to gain some knowledge to apply to a custom physics engine. While that’s still (in my mind) a debatable goal, I do feel like Mathematics & Physics for Programmers has helped, at least with the general concepts.

Unfortunately, I did not try to implement any of the equations or pseudo code from the book, so I won’t comment on the accuracy of the code. It’s possible there were errors that I did not notice. I typically don’t base my implementations directly from books. I use the books to understand the big picture, to get a sense of what’s possible, and to understand the vocabulary and terms that I need to search for. Then I’ll find resources online when it comes to writing the code.

What I will say, though, is that the text is not as good as the other big 3d math books, specifically 3D Math Primer for Graphics and Game Development by Fletcher Dunn or Mathematics for 3D Game Programming and Computer Graphics by Eric Lengyel. For sure, if you are only buying one or two math books for game development, get either of those first. However, if you are like me and you’ve already read the popular books on the topic, this isn’t such a bad choice as a refresher or to round out your knowledge.

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