- #1
barney.parker
- 3
- 0
Hi,
I am writting a book about programming game physics engines, much along the lines of "Game Physics Engine Development" by Ian Millington, however the focus of the book is Networked physics engines.
At the current time I have not been able to find a great deal of literature on networking physics systems, and given the current state of the games industry and it's need for community multi-player gaming i feel it's a good time to release a book dealing with the complexities of building a physics systems that's distributed across the globe.
So far I have written chapters covering the basics of vector, matrix and quaternion maths, a simple physics engine with collision detection (although without major explanation as this is available in many many other places) and will be adding 4-5 chapters on implementing and refining the networking of the system.
I am also considering adding a section on multi-threaded networking, as current hardware (i.e. PS3 / XBOX360) has this capability, and looks set to expand over the next few hardware generations.
Obviousloy for a code oriented book there will be a mass of samples to play with.
So my question is...
Does anyone have any suggestions for further chapters, or know of any reason that this book would be useless to the programming professional?
Basically i am looking for as much input as possible before finally submitting the draft edition.
I am also looking for a few (8-10) individuals who would be interested in "proof reading" the book and testing the code samples.
The code will be C++ based, with a framework for 2-3 platforms. The physics and networking will be as platform independant as possible, however as with all real-time coding, there will always be special cases for different platforms...
I would be happy to hear from anyone who has an interest in this subject both from a critical and a sugestive point of view.
Thanks for reading my post, I look forward to hearing from you!
I am writting a book about programming game physics engines, much along the lines of "Game Physics Engine Development" by Ian Millington, however the focus of the book is Networked physics engines.
At the current time I have not been able to find a great deal of literature on networking physics systems, and given the current state of the games industry and it's need for community multi-player gaming i feel it's a good time to release a book dealing with the complexities of building a physics systems that's distributed across the globe.
So far I have written chapters covering the basics of vector, matrix and quaternion maths, a simple physics engine with collision detection (although without major explanation as this is available in many many other places) and will be adding 4-5 chapters on implementing and refining the networking of the system.
I am also considering adding a section on multi-threaded networking, as current hardware (i.e. PS3 / XBOX360) has this capability, and looks set to expand over the next few hardware generations.
Obviousloy for a code oriented book there will be a mass of samples to play with.
So my question is...
Does anyone have any suggestions for further chapters, or know of any reason that this book would be useless to the programming professional?
Basically i am looking for as much input as possible before finally submitting the draft edition.
I am also looking for a few (8-10) individuals who would be interested in "proof reading" the book and testing the code samples.
The code will be C++ based, with a framework for 2-3 platforms. The physics and networking will be as platform independant as possible, however as with all real-time coding, there will always be special cases for different platforms...
I would be happy to hear from anyone who has an interest in this subject both from a critical and a sugestive point of view.
Thanks for reading my post, I look forward to hearing from you!