Hands-On Game Physics Programming with C++
Language: English
Published by Independently Published, 2026
- Softcover
- New

Seller: PBShop.store UK, Fairford, GLOS, United KingdomPBShop.store UK
AbeBooks seller since June 11, 1999
Condition: New
US$ 31.44
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Add to basketItem description from seller
Seller Inventory # L2-9798196075865
- Title
- Hands-On Game Physics Programming with C++
- Author
- Benjamin Himmel
- Publisher
- Independently Published
- Publication year
- 2026
- Condition
- New
- Binding
- PAP
- Language
- English
- ISBN 13
- 9798196075865
- Item weight
- 458 grams
Default physics settings can get objects moving, but they rarely create the stable, responsive, production-ready gameplay systems that modern games demand. When characters jitter on platforms, vehicles feel floaty, ragdolls behave unpredictably, or destructible environments destroy performance, the problem is not the engine, it is the missing physics engineering layer behind the feature.
Hands-On Game Physics Programming with C++ gives game developers, gameplay programmers, and aspiring game physics engineers a practical path to building real physics systems with confidence. Instead of teaching physics as abstract theory, this book turns core concepts into hands-on projects using modern C++ workflows, PhysX-style architecture, Unreal Engine Chaos concepts, and production-minded middleware patterns inspired by Havok.
Inside, you will learn how to:
- Build a C++ physics sandbox from the ground up
- Work with rigid bodies, forces, impulses, damping, and sleep rules
- Implement collision detection, raycasts, sweeps, overlaps, and trigger volumes
- Create physics-based grabbing, throwing, pushing, and object interaction systems
- Build constraints, hinges, sliders, doors, bridges, cranes, and breakable joints
- Design responsive character controllers with slopes, steps, ledges, and moving platforms
- Tune vehicle physics, suspension, grip, center of mass, and handling feel
- Create ragdoll reactions, physical animation transitions, and destruction workflows
- Debug tunneling, jitter, unstable constraints, noisy collision queries, and performance spikes
Whether you are preparing for game physics engineering roles, improving your Unreal Engine C++ skills, or building stronger gameplay systems for your own projects, this book helps you move from using physics features to engineering them.
Order this book today and start building game physics systems that feel stable, responsive, and ready for real gameplay.
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PBShop.store UK
Fairford, GLOS, United Kingdom
AbeBooks seller since June 11, 1999
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