Author: David L Craddock
Publisher:
ISBN: 9781070183602
Category :
Languages : en
Pages : 396
Book Description
In 1992, Wolfenstein 3D ushered gamers into the ultra-fast, ultra-bloody third world of first-person gaming. One year later, Doom opened a portal to hell that flooded university and office networks with rocket launchers and cyberdemons. Then came Quake, a CD-ROM packed with slick 3D graphics and online-ready gameplay that shook the games industry to its core.For some of the designers at id Software, Quake marked the end of an era. Others were just getting warmed up. Rocket Jump: Quake and the Golden Age of First-Person Shooters explores the making of id Software's seminal trilogy, uncovers the internal culture that simultaneously shaped and fractured id Software, and reveals the indelible mark Quake left on game designers, computing technology, and popular culture.●Follow id Software designers John Carmack, John Romero, American McGee, Jennell Jaquays, Tim Willits, and more as Quake evolves from a medieval fantasy to the granddaddy of competitive shooters●Learn about the making of other influential first-person shooters (FPS) games including Duke Nukem 3D, Star Wars: Dark Forces, and Team Fortress●Sit in on the private meetings that decided the fate of legendary game designers
Rocket Jump
Author: David L Craddock
Publisher:
ISBN: 9781070183602
Category :
Languages : en
Pages : 396
Book Description
In 1992, Wolfenstein 3D ushered gamers into the ultra-fast, ultra-bloody third world of first-person gaming. One year later, Doom opened a portal to hell that flooded university and office networks with rocket launchers and cyberdemons. Then came Quake, a CD-ROM packed with slick 3D graphics and online-ready gameplay that shook the games industry to its core.For some of the designers at id Software, Quake marked the end of an era. Others were just getting warmed up. Rocket Jump: Quake and the Golden Age of First-Person Shooters explores the making of id Software's seminal trilogy, uncovers the internal culture that simultaneously shaped and fractured id Software, and reveals the indelible mark Quake left on game designers, computing technology, and popular culture.●Follow id Software designers John Carmack, John Romero, American McGee, Jennell Jaquays, Tim Willits, and more as Quake evolves from a medieval fantasy to the granddaddy of competitive shooters●Learn about the making of other influential first-person shooters (FPS) games including Duke Nukem 3D, Star Wars: Dark Forces, and Team Fortress●Sit in on the private meetings that decided the fate of legendary game designers
Publisher:
ISBN: 9781070183602
Category :
Languages : en
Pages : 396
Book Description
In 1992, Wolfenstein 3D ushered gamers into the ultra-fast, ultra-bloody third world of first-person gaming. One year later, Doom opened a portal to hell that flooded university and office networks with rocket launchers and cyberdemons. Then came Quake, a CD-ROM packed with slick 3D graphics and online-ready gameplay that shook the games industry to its core.For some of the designers at id Software, Quake marked the end of an era. Others were just getting warmed up. Rocket Jump: Quake and the Golden Age of First-Person Shooters explores the making of id Software's seminal trilogy, uncovers the internal culture that simultaneously shaped and fractured id Software, and reveals the indelible mark Quake left on game designers, computing technology, and popular culture.●Follow id Software designers John Carmack, John Romero, American McGee, Jennell Jaquays, Tim Willits, and more as Quake evolves from a medieval fantasy to the granddaddy of competitive shooters●Learn about the making of other influential first-person shooters (FPS) games including Duke Nukem 3D, Star Wars: Dark Forces, and Team Fortress●Sit in on the private meetings that decided the fate of legendary game designers
Algorithmic and Architectural Gaming Design: Implementation and Development
Author: Kumar, Ashok
Publisher: IGI Global
ISBN: 1466616350
Category : Computers
Languages : en
Pages : 477
Book Description
Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.
Publisher: IGI Global
ISBN: 1466616350
Category : Computers
Languages : en
Pages : 477
Book Description
Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.
Game Balance
Author: Ian Schreiber
Publisher: CRC Press
ISBN: 135164341X
Category : Computers
Languages : en
Pages : 682
Book Description
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Publisher: CRC Press
ISBN: 135164341X
Category : Computers
Languages : en
Pages : 682
Book Description
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Jet Pack
Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Transportation
Languages : en
Pages : 512
Book Description
What Is Jet Pack The equipment known as a jet pack, rocket belt, or rocket pack is worn on the back and employs jets of gas or liquid to propel the user through the air. Other names for this kind of gadget are rocket pack and rocket belt. The idea has been a staple in the genre of science fiction for almost to a century, but it didn't start gaining traction until the 1960s. Real jet packs have been developed using a variety of different mechanisms, but their applications are significantly more restricted than those of their fictional counterparts due to the difficulties presented by the Earth's atmosphere, gravity, the low energy density of usable fuels, and the fact that the human body is not suited to flight. Real jet packs are primarily used for stunts. As a result of the apparent lack of gravity and the absence of an environment that generates friction, the jet pack has found a useful use in extra-vehicular exercises performed by astronauts in space. A system that enhances a person's maneuverability and includes a jet pack as well as accompanying jets that are mounted to the arms is referred to as a jet suit. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Jet pack Chapter 2: Jet engine Chapter 3: Ramjet Chapter 4: Aircraft engine Chapter 5: Jet aircraft Chapter 6: Turbojet Chapter 7: Scramjet Chapter 8: Rocket engine Chapter 9: Douglas D-558-2 Skyrocket Chapter 10: Propelling nozzle Chapter 11: Airplane Chapter 12: Bell Rocket Belt Chapter 13: Yves Rossy Chapter 14: Air turborocket Chapter 15: Armstrong Siddeley Snarler Chapter 16: Airbreathing jet engine Chapter 17: Powered aircraft Chapter 18: Flyboard Chapter 19: Société d'Etudes pour la Propulsion par Réaction Chapter 20: JetLev Chapter 21: Wendell F. Moore (II) Answering the public top questions about jet pack. (III) Real world examples for the usage of jet pack in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of jet pack' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of jet pack.
Publisher: One Billion Knowledgeable
ISBN:
Category : Transportation
Languages : en
Pages : 512
Book Description
What Is Jet Pack The equipment known as a jet pack, rocket belt, or rocket pack is worn on the back and employs jets of gas or liquid to propel the user through the air. Other names for this kind of gadget are rocket pack and rocket belt. The idea has been a staple in the genre of science fiction for almost to a century, but it didn't start gaining traction until the 1960s. Real jet packs have been developed using a variety of different mechanisms, but their applications are significantly more restricted than those of their fictional counterparts due to the difficulties presented by the Earth's atmosphere, gravity, the low energy density of usable fuels, and the fact that the human body is not suited to flight. Real jet packs are primarily used for stunts. As a result of the apparent lack of gravity and the absence of an environment that generates friction, the jet pack has found a useful use in extra-vehicular exercises performed by astronauts in space. A system that enhances a person's maneuverability and includes a jet pack as well as accompanying jets that are mounted to the arms is referred to as a jet suit. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Jet pack Chapter 2: Jet engine Chapter 3: Ramjet Chapter 4: Aircraft engine Chapter 5: Jet aircraft Chapter 6: Turbojet Chapter 7: Scramjet Chapter 8: Rocket engine Chapter 9: Douglas D-558-2 Skyrocket Chapter 10: Propelling nozzle Chapter 11: Airplane Chapter 12: Bell Rocket Belt Chapter 13: Yves Rossy Chapter 14: Air turborocket Chapter 15: Armstrong Siddeley Snarler Chapter 16: Airbreathing jet engine Chapter 17: Powered aircraft Chapter 18: Flyboard Chapter 19: Société d'Etudes pour la Propulsion par Réaction Chapter 20: JetLev Chapter 21: Wendell F. Moore (II) Answering the public top questions about jet pack. (III) Real world examples for the usage of jet pack in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of jet pack' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of jet pack.
Halo 2 Hacks
Author: Stephen Cawood
Publisher: "O'Reilly Media, Inc."
ISBN: 0596553366
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Even if you've finished Halo 2 in Legendary Mode, you're not done with this game. Not by a long shot. You know there's a lot more you can squeeze out of Halo 2, and with the clever hacks we have in store, you'll turn the game into a whole new experience. Halo 2 Hacks is the creation of consummate gamer and Microsoft insider Stephen Cawood, an original member of the Halo 2 beta test team. He's got it all, whether you're into single or multiplayer games, a level 25 or above, or even a complete n00b. If you are a beginner, you may not yet appreciate that Halo 2 for Xbox is the biggest game to hit the galaxy. Ten million copies have already sold, including 2.4 million on the first day it hit the shelf. So you're in good company, even if you've never played its predecessor, Halo: Combat Evolved. Pick up this book and you'll be able to fully appreciate the Halo 2 universe. Halo 2 Hacks is packed with a horde of great hacks for weapons, levels, vehicles, game play and mods. You'll learn how to perform expert tricks, exploit glitches and find Halo 2 Easter Eggs - including the famous skulls. And discover all the nooks and crannies you didn't even suspect were there. Each hack has a thermometer icon to indicate its relative complexity, whether it's a beginner, moderate, or expert hack. Each one stands on its own, so you can either read the book from cover to cover, or jump around until you see a hack you want to try. This title was created with the help of numerous gamers from the Halo community. Whether it was a trick, a glitch or a mod, Cawood went straight to the source and gathered all of the necessary information to help you complete the hack. The mod section of the book features contributions from Grenadiac, MrMurder, Iron_Forge, GTJuggler, The Swamp Fox, and many more. Halo 2 Hacks also features a foreword by Ducain (the admin for HighImpactHalo.org), Louis Wu (the admin for Halo.Bungie.org) and Grenadiac (the admin for HaloMods.com). For all the brave souls who want to learn how to trick Halo 2 into running the hacks and mods of their choice, Halo 2 Hacks is a must read. Roughly half of this title is dedicated to creating your own Halo 2 mods. If you're a fan of tricking, glitching or modding, then this is the book for you. But only for gamers who think they're worthy of the distinction.
Publisher: "O'Reilly Media, Inc."
ISBN: 0596553366
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Even if you've finished Halo 2 in Legendary Mode, you're not done with this game. Not by a long shot. You know there's a lot more you can squeeze out of Halo 2, and with the clever hacks we have in store, you'll turn the game into a whole new experience. Halo 2 Hacks is the creation of consummate gamer and Microsoft insider Stephen Cawood, an original member of the Halo 2 beta test team. He's got it all, whether you're into single or multiplayer games, a level 25 or above, or even a complete n00b. If you are a beginner, you may not yet appreciate that Halo 2 for Xbox is the biggest game to hit the galaxy. Ten million copies have already sold, including 2.4 million on the first day it hit the shelf. So you're in good company, even if you've never played its predecessor, Halo: Combat Evolved. Pick up this book and you'll be able to fully appreciate the Halo 2 universe. Halo 2 Hacks is packed with a horde of great hacks for weapons, levels, vehicles, game play and mods. You'll learn how to perform expert tricks, exploit glitches and find Halo 2 Easter Eggs - including the famous skulls. And discover all the nooks and crannies you didn't even suspect were there. Each hack has a thermometer icon to indicate its relative complexity, whether it's a beginner, moderate, or expert hack. Each one stands on its own, so you can either read the book from cover to cover, or jump around until you see a hack you want to try. This title was created with the help of numerous gamers from the Halo community. Whether it was a trick, a glitch or a mod, Cawood went straight to the source and gathered all of the necessary information to help you complete the hack. The mod section of the book features contributions from Grenadiac, MrMurder, Iron_Forge, GTJuggler, The Swamp Fox, and many more. Halo 2 Hacks also features a foreword by Ducain (the admin for HighImpactHalo.org), Louis Wu (the admin for Halo.Bungie.org) and Grenadiac (the admin for HaloMods.com). For all the brave souls who want to learn how to trick Halo 2 into running the hacks and mods of their choice, Halo 2 Hacks is a must read. Roughly half of this title is dedicated to creating your own Halo 2 mods. If you're a fan of tricking, glitching or modding, then this is the book for you. But only for gamers who think they're worthy of the distinction.
Star Wars: The New Essential Guide to Droids
Author: Daniel Wallace
Publisher: Random House Worlds
ISBN: 0345542819
Category : Fiction
Languages : en
Pages : 227
Book Description
DIFFERENT KIND OF HEAVY METAL SUPERSTAR Whether they’re doctors or diplomats, soldiers or secretaries, translators or nightclub waiters, the myriad mechanical marvels known as droids are an indispensable part of what keeps the Star Wars galaxy humming. The varieties and classes of droids are nearly as infinite as their designated specialties. In this updated and expanded nuts-to-bolts survey, each and every droid receives its due–from the simplest drones to the most sophisticated automatons, from heroic protocol model, C-3PO, and his multitasking sidekick, R2-D2, to the insidious Separatist leader General Grievous. Inside you’ll discover: • All the newest droids: from The Phantom Menace, Attack of the Clones, and Revenge of the Sith to the Knights of the Old Republic video games and the Clone Wars animated TV series, plus the bestselling multinovel series Star Wars: The New Jedi Order–all catalogued here for the first time • Detailed histories and capabilities of nearly one hundred droids along with full-color computer-generated illustrations and schematics of their construction highlights • Special sections, including “A Layperson’s Guide to Droids,” “Major Manufacturers,” and “A Short History of Droids” • An easy reference at your fingertips–each entry is arranged by Droid Type, including medics and scientists, repair units, battle units, and cyborgs–plus special expanded entries for R-series astromechs, the 3PO protocol series, and battle droids For the definitive debriefing on droids, there’s only one official, authoritative, and absolutely essential technical guide!
Publisher: Random House Worlds
ISBN: 0345542819
Category : Fiction
Languages : en
Pages : 227
Book Description
DIFFERENT KIND OF HEAVY METAL SUPERSTAR Whether they’re doctors or diplomats, soldiers or secretaries, translators or nightclub waiters, the myriad mechanical marvels known as droids are an indispensable part of what keeps the Star Wars galaxy humming. The varieties and classes of droids are nearly as infinite as their designated specialties. In this updated and expanded nuts-to-bolts survey, each and every droid receives its due–from the simplest drones to the most sophisticated automatons, from heroic protocol model, C-3PO, and his multitasking sidekick, R2-D2, to the insidious Separatist leader General Grievous. Inside you’ll discover: • All the newest droids: from The Phantom Menace, Attack of the Clones, and Revenge of the Sith to the Knights of the Old Republic video games and the Clone Wars animated TV series, plus the bestselling multinovel series Star Wars: The New Jedi Order–all catalogued here for the first time • Detailed histories and capabilities of nearly one hundred droids along with full-color computer-generated illustrations and schematics of their construction highlights • Special sections, including “A Layperson’s Guide to Droids,” “Major Manufacturers,” and “A Short History of Droids” • An easy reference at your fingertips–each entry is arranged by Droid Type, including medics and scientists, repair units, battle units, and cyborgs–plus special expanded entries for R-series astromechs, the 3PO protocol series, and battle droids For the definitive debriefing on droids, there’s only one official, authoritative, and absolutely essential technical guide!
The Return
Author: Ben Bova
Publisher: Macmillan
ISBN: 9780765348159
Category : Fiction
Languages : en
Pages : 436
Book Description
After more than a century of exploring the stars, Keith Stoner returns to Earth to find the planet in peril. Stoner wants to save Earth's people, but first he must save himself from the frightened zealots who want to destroy this stranger--and the terrifying message he brings from the stars.
Publisher: Macmillan
ISBN: 9780765348159
Category : Fiction
Languages : en
Pages : 436
Book Description
After more than a century of exploring the stars, Keith Stoner returns to Earth to find the planet in peril. Stoner wants to save Earth's people, but first he must save himself from the frightened zealots who want to destroy this stranger--and the terrifying message he brings from the stars.
The Unpredictability of Gameplay
Author: Mark R. Johnson
Publisher: Bloomsbury Publishing USA
ISBN: 1501321625
Category : Games & Activities
Languages : en
Pages : 265
Book Description
The Unpredictability of Gameplay explores the many forms of unpredictability in games and proposes a comprehensive theoretical framework for understanding and categorizing non-deterministic game mechanics. Rather than viewing all game mechanics with unpredictable outcomes as a single concept, Mark R. Johnson develops a three-part typology for such mechanics, distinguishing between randomness, chance, and luck in gameplay, assessing games that range from grand strategy and MMORPGs to slot machines and card games. He also explores forms of unanticipated unpredictability, where elements of games fail to function as intended and create new forms of gameplay in the process. Covering a range of game concepts using these frameworks, The Unpredictability of Gameplay then explores three illustrative case studies: 1) procedural generation, 2) replay value and grinding, and 3) player-made practices designed to reduce the level of luck in non-deterministic games. Throughout, Johnson demonstrates the importance of looking more deeply at unpredictability in games and game design and the various ways in which unpredictability manifests while offering an invaluable tool for game scholars and game designers seeking to integrate unpredictability into their work.
Publisher: Bloomsbury Publishing USA
ISBN: 1501321625
Category : Games & Activities
Languages : en
Pages : 265
Book Description
The Unpredictability of Gameplay explores the many forms of unpredictability in games and proposes a comprehensive theoretical framework for understanding and categorizing non-deterministic game mechanics. Rather than viewing all game mechanics with unpredictable outcomes as a single concept, Mark R. Johnson develops a three-part typology for such mechanics, distinguishing between randomness, chance, and luck in gameplay, assessing games that range from grand strategy and MMORPGs to slot machines and card games. He also explores forms of unanticipated unpredictability, where elements of games fail to function as intended and create new forms of gameplay in the process. Covering a range of game concepts using these frameworks, The Unpredictability of Gameplay then explores three illustrative case studies: 1) procedural generation, 2) replay value and grinding, and 3) player-made practices designed to reduce the level of luck in non-deterministic games. Throughout, Johnson demonstrates the importance of looking more deeply at unpredictability in games and game design and the various ways in which unpredictability manifests while offering an invaluable tool for game scholars and game designers seeking to integrate unpredictability into their work.
Rocket Jumper
Author: John Blaine
Publisher:
ISBN: 9781557090027
Category : Boys
Languages : en
Pages : 177
Book Description
Publisher:
ISBN: 9781557090027
Category : Boys
Languages : en
Pages : 177
Book Description
Introduction to Game Physics with Box2D
Author: Ian Parberry
Publisher: CRC Press
ISBN: 1315360616
Category : Computers
Languages : en
Pages : 277
Book Description
Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.
Publisher: CRC Press
ISBN: 1315360616
Category : Computers
Languages : en
Pages : 277
Book Description
Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.