Ian Parberry, Introduction to Game Physics with Box2D, AK Peters Publishers (an imprint of CRC Press, a member of the Taylor & Francis Publishing Group, an Informa Business), 2013.
Ian Parberry, Introduction to Game Physics with Box2D, AK Peters Publishers (an imprint of CRC Press, a member of the Taylor & Francis Publishing Group, an Informa Business), 2013.
The physicist Richard Feynman once said
Introduction to Game Physics With Box2D is a book that is very much in the spirit of his advice: an undisciplined, irreverent, and original book on how to program the physics used in 2D video games. After a little math background and fiddling around with hand-written code for simple rigid body and soft body dynamics, it shows how to make your 2D physics programming problems more manageable by using the Box2D physics engine. I expect you, the reader, to be able to stomach a little math and to be a competent C++ programmer, both approximately at the level that a casual observer might reasonably expect of a non-knuckle-scuffing sophomore or junior in a computer science program at a middling-to-competent state university.
Introduction to Game Physics With Box2D contains five different kinds of material: coding with Box2D (47%), coding without Box2D (24%), mathematics (16%), algorithms (5%), and miscellaneous stuff (8%). The supplementary material below includes executables and source code for two minigames and two toys, YouTube videos, and PowerPoint lecture notes. The source code is written in C++ for Windows using Visual Studio 10 and DirectX 9.
Created April 10, 2012. Written in HTML 4.01 and CSS 3 using vi. Last updated October 13, 2014.