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Cover of QuickStart Guide to Game Physics FROM THE BOOK CATALOGUE

Computers & Technology

QuickStart Guide to Game Physics

By Kenwright

Learn how to bring your games to life with physics that feel right—without needing a PhD in math.

WHAT THE PUBLISHER HIGHLIGHTS

  • Understand core physics concepts used in games.
  • Implement realistic movement and collisions with minimal code.
  • Avoid common pitfalls that make physics feel off.

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Catalogue reference: 480efa94462d1ef8

INSIDE THE BOOK

About this book

This book is your shortcut to understanding and implementing game physics. Whether you're building a platformer, a racing sim, or a physics-based puzzle game, you'll learn how to simulate motion, collisions, gravity, and more. With clear examples and minimal math, this guide helps you create gameplay that feels responsive, believable, and fun. Ideal for developers who want results fast and aren't afraid to get hands-on.

From the publisher’s description

  • Understand core physics concepts used in games.
  • Implement realistic movement and collisions with minimal code.
  • Avoid common pitfalls that make physics feel off.
  • Accelerate your development with ready-to-use examples.

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ANOTHER PERSPECTIVE

Readers, in their own words

Explore reviews
Reader review3

Good in places

Three stars feels about right. Useful, but not essential.

I was looking for something that would bridge the gap between tutorials and proper reference material, and this does that well. Some of the diagrams are dense and I had to reread a few sections, though that may just be me. The code samples assume a particular environment, which took a bit of fiddling to get running properly. The early chapters move quickly through material I already knew, but the later sections were genuinely new to me. Three stars feels about right. It will stay on my shelf, but it will not be the first one I reach for.

Andrew CampbellSelf-taught developer · Bristol, UK
QuickStart Guide to Game Physics
Reader review4

Almost excellent

Good book. The writing is direct and the author is honest about limits.

I have been working with game development for a few years now and I still found plenty here that was new to me. The author avoids over-explaining, which keeps the pace up but means you need to pay attention. Some of the diagrams are dense and I had to reread a few sections, though that may just be me. A good addition to a technical library, as long as you know what you are buying.

Lucy LewisGraphics programmer · Vancouver, BC
QuickStart Guide to Game Physics

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