Game developement books - Any recommendations?

Sword7

Active member
Joined
Mar 23, 2008
Messages
176
Reaction score
32
Points
28
Location
Gaithersburg, MD
Hello folks,

I was shopping for some books through Amazon.com and found some game developement books for both mathematics and physics (3D graphics programming)? I already have physics, aerodynamics, and astrodynamics books.

Physics for Game Programmers by Grant Palmer
Physics for Game Developers by David Bourg
Mathematics and Physics for Game Programmers (Game Development Series) by Danny Kodicek
3D Math Primer for Graphics and Game Development by Fletcher Dunn

Does anyone have recommend that books for realistic simulations?

Thanks,
Tim
 
[ame="http://www.amazon.com/Modeling-Simulation-Dynamic-Systems-Robert/dp/0133373797/ref=sr_1_2?ie=UTF8&s=books&qid=1237340630&sr=1-2"]Amazon.com: Modeling and Simulation of Dynamic Systems: Robert L. Woods, Kent L. Lawrence: Books[/ame]

Good undergraduate engineering textbook (non-game). IRRC, examples on vehicle motion, mechanics, heat transfer, electrical modeling.

From the Publisher
Reflecting the state-of-the-art and current trends in modeling and simulation, this text provides comprehensive coverage of 1) the modeling techniques of the major types of dynamic engineering systems, 2) the solution techniques for the resulting differential equations for linear and nonlinear systems, and 3) the attendant mathematical procedures related to the representation of dynamic systems and determination of their time and frequency response characteristics. It explains in detail how to select all of the system component parameter values for static and dynamic performance specifications and limits.

orange-arrow._V42752349_.gif


Absurdly expensive on Amazon. Hard to believe what they want for textbooks these days. Find it elsewhere.


Game books:

Eberly is a mathematician. Don't buy his "Game Physics" unless you like that bias and understand the notation styles. His books used to be at the bookstore "Game programming" sections so you can glance through them to see the style.

I liked "Physics for Game Developers" by Bourg because he is (IIRC) a Naval Architect and included chapters on modeling ships and hovercraft. Also cars and aircraft. Don't buy it if you want to model cars. The aircraft section was good however, with a reasonable "distributed aero" model that was well above trivial.
 
Well for realism it comes down to have the actual books of what you're realistically trying to simulate. The physics/math books you mentioned are more for understanding the basics.

I guess what I'm trying to get at is once you want a realistic simulator you are out of the realm of programming and into the realm of the source material you're trying to simulate.
 
Ok, thanks for some replies about game developement. Yes, right. I found out that some physics/math for game developement books are so basic physics. At APress publisher's web site, source codes for "Physics for Game Programmers" are available for downloads. I looked into them and noticed that they are too basic for me because I studied physics and astrodynamics so deep myself and was able write my small program to simulate gravity by using vector math successfully.

Thanks,
Tim
 
Back
Top