Description:
This book serves as the starting point for game developers who want to enrich games with physics-based realism. Part 1 is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics. Part 2 applies the concepts to specific real-world problems from existing computer games. Part 3 introduces real-time simulations and shows how they apply to computer games. The growing emphasis on realism in computer games means developers will want this book!
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