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Physics for Game Developers
 
 
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Physics for Game Developers [ペーパーバック]

David M. Bourg

参考価格: ¥ 5,656
価格: ¥ 3,509 通常配送無料 詳細
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   激しくぶつかり合うビリヤードのボール。ミサイルの弾道。加速する自動車のコーナリングにおける力学。物理の法則を適用すれば、ゲームに登場するほとんどすべてのものを写実的にモデリングすることができる。コンピュータゲームやシミュレーション、またはアニメーションの中であちこちに跳ね返ったり、飛び回ったり、転がったり、横滑りしたり、絶えず動いたりして説得力のある現実感を与えることができるのだ。

   本書は、物理学に基づいた現実感あふれるゲームを作成したいエンジニアの出発点となるだろう。第1部は力学入門になっていて、精密な動体力学のさまざまな側面を述べ、基本的な概念を説明している。この中には、運動伝達理論、エネルギー、動力学なども含まれている。第2部ではこれらの概念を、ミサイルなどの投射物や、船舶、飛行機、自動車といった実際の物体に当てはめている。第3部ではリアルタイムのシミュレーションを紹介し、コンピュータゲームに適用する方法を説明している。ゲームで使われる多くの要素は実際の物理を当てはめて考えることで現実感を帯びるはずだ。次に例を挙げよう。

  • ロケットやミサイルなどの軌道と燃料焼失から受ける効果
  • ビリヤードボールなどの物体同士の衝突
  • 急カーブを疾走するレースカーなどの安定感
  • 船舶やその他の水上輸送機関の動き
  • バットに当たった野球ボールの軌跡
  • 飛行機が航行する際の特徴

   本書を読むにあたって、物理の専門知識は必要ない。ただこの本は、基本的な大学レベルの古典物理学の知識を持っていることを前提に書かれている。また、三角法、ベクトル、および行列と(方程式と恒等関数は付録に参照が載っている)、陽関数の微分、積分を含む大学レベルの微積分学に関する理解も必要だろう。(Book Description, Amazon.com)

内容紹介

Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism. Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including: *The trajectory of rockets and missiles, including the effects of fuel burn off *The collision of objects such as billiard balls *The stability of cars racing around tight curves *The dynamics of boats and other waterborne vehicles *The flight path of a baseball after being struck by a bat *The flight characteristics of airplanes You don't need to be a physics expert to learn from Physics for Game Developers, but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.

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カスタマーレビュー

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Amazon.com で最も参考になったカスタマーレビュー (beta)
Amazon.com: 5つ星のうち 3.6  28 件のカスタマーレビュー
44 人中、42人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 4.0 A good place to start 2002/4/6
By Dave Astle - (Amazon.com)
形式:ペーパーバック
This book provides a good starting point for anyone looking to introduce more realistic physics into their game. It provides an overview of the laws of mechanics, focusing on rigid body and particle dynamics. It then takes these principles and applies them to specific simulations which often come up in games, such as projectiles, cars, airplanes, and hovercraft. The math is simplified, so the results are not always completely accurate, but they should be good enough for many games.
The book does have several shortcomings which prevent it from being a great book, the most important of which is that the content is fairly limited. It's less than 300 pages, and a significant amount of space (especially in the later chapters) is taken by source code listings. Of course, this is somewhat offset by the book's relatively low price.
If you buy this expecting it to be the ultimate guide to physics in games, you'll be disappointed. However, if you buy it as an introduction to physics in games (which how it's intended to be used), I think you'll be happy with it.
37 人中、33人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 3.0 Rather disappoints on the physics, lots of examples. 2001/12/13
By Stephen Lepp - (Amazon.com)
形式:ペーパーバック
It would probably not be impossible to learn the physics you need for your game simulation from this book, but it would be difficult. The presentation often lacks much physical insight. This may be intentional as to make the book read easier to a non-specialist, but I think it is a mistake.
As an example, the simple trajectory problem, launch a particle in constant acceleration with no friction, is presented here as four separate problems; launch a particle with target at same height, launch a particle with target higher, launch a particle with target lower and launch a particle horizontally with target lower. No physicist would approach the problem this way, it is absolutely trivial to present them all as the same problem with the same general solution.
Occasionally the book lapses with just outright errors. The most serious so far I've seen is the cylinder rolling down a plane without slipping is solved by assuming the frictional force is the static coefficient of friction times the normal force. In fact, the force can be any amount less then this. As a result the solution given has the funny property that it will roll up the plane for small angles.
The book isn't all bad, and may well serve it's primary purpose, which I assume, is to give a litany of examples that game developers may paste into their games. It certainly has lots of examples, and most are correct physics, still, perhaps with my bias as a physics professor, I was hoping for a bit more physical insight into the problems.
39 人中、34人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 4.0 Good overview, easy to understand even for non-scientists 2001/12/6
By Joerg Plewe - (Amazon.com)
形式:ペーパーバック
David gives an overview to basic physical and numerical principles and than describes the forces occuring in a couple of typical systems: projectiles, planes, ships, hovercrafts, cars. After that some issues on collision detection, integration and many-body-system are discussed.
The overall mathematical level is 'easy'.
David does not dig deeper into mechanics than it is necessary for a game.
The book is usefull for a beginner but also deserves the 'knowing' as a good cookbook for the games-level.
26 人中、22人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 3.0 Interesting, yet vague and imprecise 2002/5/19
By Justin E Rogers - (Amazon.com)
形式:ペーパーバック
The book does a startlingly good job of covering many areas of game programming that benefit from physics including projectiles, vehicles, and other solid bodies. Some more advanced concepts like fuel burnoff, body shape, and simulation in real time add to the usability of the book.
One of the biggest problems with the text is that if your going to jump into a single chapter and code up a sample of just the object being talked about your going to be okay. However, if your going to be deriving your own code and objects based on the material in the book your going to find yourself having a hard time.
A great example lies in the first chapter which derives formulas for working with a car, with a fuel tank and driver. Now, first off, the author implements 0 source code for the functions shown in the book. This leaves you as the reader to develop your own functions and test things out, possibly by adding another driver, or implementing a generic method for defining composite bodies. If your technically proficient enough to do this, you'll use the numbers provided to test your code. What do you find? Well, that the numbers the author put in the book are wrong.
Since the book is based on precise math and physics, this type of slip-up, especially in a prime example (its the major example for the first chapter), is killer in terms of my trust in the books content.
Still, I do recommend buying the book, just prepare yourself for the technical inconsistencies.
9 人中、9人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 5.0 Physics guy 2005/9/21
By Bruce Rubinstein - (Amazon.com)
形式:ペーパーバック
This book is superb in his examples for anyone who understands 3-d programming but is lacking physics in there game. I took his chapter 17 flag example and ported the code into my 3-d engine. It worked perfectly . I have boats in my game but could not get them to move realistically. I am know porting his rigid body and collision chapters into my game. To be fair I have graduated from mechanical engineering and KNow the concepts of momentia inertia, angular velocity,drag,vectors etc. This is a must for this book. I hope to have airplanes flying in my game from his book examples.

What I am praising is his physics examples. I do not care about units or language choice which seems to be a complaint. From his book I can add reality in terms of physics which I could not find in any other book.
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