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. From the Publisher
The essential techniques and concepts that game developers rely on to build realistic and captivating games are linked to the fields of mathematics and physics. Math and physics in games may be implemented in various ways depending on the game engine, but the fundamentals are always the same.
Vectors, calculus, trigonometry, mass, energy, collisions, forces, motion, 3D geometry, lighting, and mazes are just some of the mathematical and physical concepts that game developers need to be familiar with.
"Mathematics and Physics for Programmers" is an excellent book for programmers who want to learn more about math and physics in games.
The book's concentration on math and physics in game development is a strength. The authors present several examples and case studies to show how these principles are applied in reality, making their connection to game development problems clear. The book also pushes readers to apply their knowledge to game development issues.
However, the book assumes its readers have some familiarity with programming; also, the code examples are presented in pseudo-code, which may or may not be accurate depending on the game engine and programming language chosen. However, with minimal tweaking, the book's ideas and principles can be used with most game engines and programming languages.
Despite its limitations, the book provides game developers with practical, real-world applications, examples, and challenges that can significantly assist them in effectively working with math and physics in the process of creating games.