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David M Bourg - Physics for Game Developers: Science, math, and code for realistic effects

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David M Bourg Physics for Game Developers: Science, math, and code for realistic effects
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Physics for Game Developers
David M Bourg
Bryan Bywalec
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Preface
Who Is This Book For?

Simply put, this book is targeted at computer game developers who do not have a strong mechanics or physics background, charged with the task of incorporating real physics in their games.

As a game developer, and very likely as a gamer yourself, youve seen products being advertised as ultra-realistic, or as using real-world physics. At the same time you, or perhaps your companys marketing department, are wondering how you can spice up your own games with such realism. Or perhaps you want to try something completely new that requires you to explore real physics. The only problem is that you threw your college physics text in the lake after final exams and havent touched the subject since. Maybe you licensed a really cool physics engine, but you have no idea how the underlying principles work and how they will affect what youre trying to model. Or, perhaps you are charged with the task of tuning someone elses physics code but you really dont understand how it works. Well then, this book is for you.

Sure you could scour the Internet, trade journals, and magazines for information and how-tos on adding physics-based realism to your games. You could even fish out that old physics text and start from scratch. However, youre likely to find that either the material is too general to be applied directly, or too advanced requiring you to search for other sources to get up to speed on the basics. This book will pull together the information you need and will serve as the starting point for you, the game developer, in your effort to enrich your games content with physics-based realism.

This book is not a recipe book that simply gives sample code for a miscellaneous set of problems. The Internet is full of such example programs (some very good ones we might add). Rather than give you a collection of specific solutions to specific problems, our aim is to arm you with a thorough and fundamental understanding of the relevant topics such that you can formulate your own solutions to a variety of problems. Well do this by explaining, in detail, the principles of physics applicable to game development, and by providing complimentary hand calculation examples in addition to sample programs.

What We Assume You Know

Although we dont assume that you are a physics expert, we do assume that you have at least a basic college level understanding of classical physics typical of non-physics and non-engineering majors. It is not essential that your physics background is fresh in your mind as the first several chapters of this book review the subjects relevant to game physics.

We also assume that you are proficient in trigonometry, vector, and matrix math, although we do include reference material in the appendices. Further, we assume that you have at least a basic college level understanding of calculus, including integration and differentiation of explicit functions. Numerical integration and differentiation is a different story, and we cover these techniques in detail in the later chapters of this book.

Mechanics

Most people that weve talked to when we was developing the concept for this book immediately thought of flight simulators when the phrases real physics and real-time simulation came up. Certainly cutting edge flight simulations are relevant in this context; however, many different types of games, and specific game elements, stand to benefit from physics-based realism.

Consider this example: Youre working on the next blockbuster hunting game complete with first-person 3D, beautiful textures, and an awesome sound track to set the mood, but something is missing. That something is realism. Specifically, you want the game to feel more real by challenging the gamers marksmanship, and you want to do this by adding considerations such as distance to target, wind speed and direction, and muzzle velocity, among others. Moreover, you dont want to fake these elements, but rather, youd like to realistically model them based on the principles of physics. Gary Powell, with MathEngine Plc, put it like this The illusion and immersive experience of the virtual world, so carefully built up with high polygon models, detailed textures and advanced lighting, is so often shattered as soon as objects start to move and interact.[] We think both these guys or right on target. Why invest so much time and effort making your game world look as realistic as possible, but not take the extra step to make it behave just as realistically?

Here are a few examples of specific game elements that stand to benefit, in terms of realism, from the use of real physics:

  • The trajectory of rockets and missiles including the effects of fuel burn off

  • The collision of objects such as billiard balls

  • The effects of gravitation between large objects such as planets and battle stations

  • 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 of a playing card being tossed into a hat

This is by no means an exhaustive list, but just a few examples to get you in the right frame of mind, so to speak. Pretty much anything in your games that bounces around, flies, rolls, slides, or isnt sitting dead still can be realistically modeled to create compelling, believable content for your games.

So how can this realism be achieved? By using physics, of course, which brings us back to the title of this section, the subject of mechanics . Physics is a vast field of science that covers many different, but related subjects. The subject most applicable to realistic game content is the subject of mechanics, which is really whats meant by real physics.

By definition, mechanics is the study of bodies at rest and in motion, and of the effect of forces on them. The subject of mechanics is subdivided into statics , which specifically focuses on bodies at rest, and dynamics , which focuses on bodies in motion. One of the oldest and most studied subjects of physics, the formal origins of mechanics can be traced back more than 2000 years to Aristotle. An even earlier treatment of the subject was formalized in Problems of Mechanics , but the origins of this work are unknown. Although some of these early works attributed some physical phenomena to magical elements, the contributions of such great minds as Galileo, Kepler, Euler, Lagrange, dAlembert, Newton, and Einstein, to name a few, have helped develop our understanding of this subject to such a degree that we have been able to achieve the remarkable state of technological advancement that we see today.

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