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book "Learning Game Physics with Bullet Physics and OpenGL" - Real-Time Physics Simulation Forum

Nothing is covered in great depth. Provides a brief overview of the main features of Bullet, enough to get started. However, it is seriously wanting in complete or detailed description beyond a few toy examples. Short and to the point. Not a very thick book at all. I never used FreeGlut before so this was a first for me. Was a good read and making the programs examples I had little trouble with except for getting FreeGlut to work properly but that was my own fault.

I would recommend this book for the hobbyist at home to give a read. I found the first and third chapter very promising; concise, well written, covering relevant points thoroughly and articulately.

Unfortunately the rest of the book falls short with a number of faults, although many are too minor to warrant criticism. Lists with This Book.


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Bullet Physics Tutorial: Getting Started

Showing Rating details. Sort order. Feb 12, Jorge Pedrero rated it really liked it. I must warn you this is NOT a Tutorial, code along book, in the book you will see mostly theory of how the code works and you will have to read the book a great book, just not for begginers Usually when you start using a new library specially the open source ones you have to go through all the documentation, which can be a little harsh if it is your first approach to that library, this book helps get a primer to Bullet physics which is a really powerful physics simulation library and free to use.

I must warn you this is NOT a Tutorial, code along book, in the book you will see mostly theory of how the code works and you will have to read the book along the source code which is given within the book in order to have a clear understanding of what is going on. In my opinion the best way to work around this book is to read both source code and book, and then implement it in your own code.

Although it covers all the basics of bullet Physics it does miss a lot of important points, which as the book itself states. They are out of the scope of this writing , anyways It does teach enough for you to start "playing" around with this library and go further. Tl;dr if you just want an introduction to using the bullet physics library this will work for you, but the 'and OpenGL' part of the book is less useful.

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This was a pretty good introduction to the bullet physics library, but I wish it had covered a few more concepts in-depth, like rigid non-convex collision shapes or simulation values like friction and gravity. The rendering code is also pretty outdated and the tutorials use visual studio without any cross-platform options, so all in all I wouldn' Tl;dr if you just want an introduction to using the bullet physics library this will work for you, but the 'and OpenGL' part of the book is less useful.

The rendering code is also pretty outdated and the tutorials use visual studio without any cross-platform options, so all in all I wouldn't recommend this as a general-purpose introduction to graphical programming. Also, while there's a lot of good information about getting a general-purpose physics simulation up and running, there's almost nothing about how to make the simulation behave believably.

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The default values tend to make it look like everything is made of bouncy rubber sliding around on ice, so it would have been nice to get some discussion on how to configure that sort of thing. I'd also recommend learning a bit about 3D rendering first, though; you'll probably get more out of this book if you use your own rendering code based around a more modern version of OpenGL or DirectX. Its very easy to follow info on how to handle collision is also excellent and overcomes what is normally a difficult thing to explain. An explanation on how to use forces and explain motion pretty much completes the physics part though some more examples of usage should be included.

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Bullet however does offer a lot more features and functionality, and its a shame another pages were not used to continue the easy to follow style that could take a reader to the next level. But for level1 students, who don't actually know what to do and need a helpful start, its great As noted in other reviews, the OpenGL part of this is actually quite poor, and very dated, but it does what it needs to do to illustrate the concepts being explained, and in a simple, can run on almost anything, kind of way it does demonstrate the physics well.

But there's no escaping it is very outdated OpenGL and you should not use any of the graphic examples as jumping off points for your own projects.

As a technical book it really only deserves 1 or 2 stars, Its missing a lot of the more complex Bullet content, but as a beginners book which will walk students through some difficult 1st steps I do think it gains a few more stars for its easy to read style and ability to get working content up and running quickly.. Format: Kindle Edition Verified Purchase. I already had a pre-written program using directx11 but only my own rudimentary collision detection.

I realised I needed to plugin some sort of physics library so after deciding on bullet I found this book available. Although it is written with freeglut in mind it was very easy to follow examples and find what I needed of the bullet physics content and have successful installed bullet physics in my game. Would have saved me a lot of hassle if I'd used bullet a few months ago. Word of advice if you are trying to write a game and all your own collision detection and physics etc, there is enough complexity writing a game without having to worry about all the physics as well.

Bullet seems a nice alternative to me. At the moment bullet calcs are not run on the GPU however you can still do all the actual rendering on the cpu and I've got quite a few things whizzing about in the sky and the bullet physics calculations on the CPU are running very nicely. Anyway great book for what I wanted. I know there are some tutorials and a wiki but I always prefer a book if there is a decent one. Format: Paperback. I found the first and third chapter very promising; concise, well written, covering relevant points thoroughly and articulately.

Unfortunately the rest of the book falls short with a number of faults, although many are too minor to warrant criticism. The book's sub-title includes the line "modern feature-rich graphics" which is misleading at best, the OpenGL here is most assuredly not modern and only a few features lighting, materials are used. OpenGL is used as no more than a method of visualisation with GLUT used to handle user input and not covered in any real depth, the bulk of the book is dedicated to Bullet Physics.

This choice is explained as being made to avoid complexity, however considering the level of the other material in the book that seems a poor excuse at best. Some specific shortcomings: The explanation of normals is a bit ropey; normals are attributed to points which is wrong, since normals are perpendicular to lines or surfaces, a point can never have one.

While functions are clearly explained, parameter lists are omitted, making it difficult to know which parameters to pass and in which order. Good but not great , this book is certainly useful as a practical introduction to BulletPhysics, but not OpenGL. I found it to be a generally pleasant read with clear, concise, readable style marred by a few technical errors of varying severity. See all 3 reviews.

Learning Game Physics with Bullet Physics and OpenGL

Most helpful customer reviews on Amazon. This is a great introduction. When you finish, you will be able to do quite a few things.