Physics for Game Developers 2e
Autor David M Bourgen Limba Engleză Paperback – 26 apr 2013
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Specificații
ISBN-13: 9781449392512
ISBN-10: 1449392512
Pagini: 578
Dimensiuni: 180 x 234 x 38 mm
Greutate: 0.9 kg
Ediția:2. Auflage
Editura: O'Reilly
ISBN-10: 1449392512
Pagini: 578
Dimensiuni: 180 x 234 x 38 mm
Greutate: 0.9 kg
Ediția:2. Auflage
Editura: O'Reilly
Cuprins
Preface; Who Is This Book For?; What We Assume You Know; Mechanics; Digital Physics; Arrangement of This Book; Conventions Used in This Book; Using Code Examples; Safari® Books Online; How to Contact Us; Acknowledgments;
Fundamentals; Chapter 1: Basic Concepts; 1.1 Newton's Laws of Motion; 1.2 Units and Measures; 1.3 Coordinate System; 1.4 Vectors; 1.5 Derivatives and Integrals; 1.6 Mass, Center of Mass, and Moment of Inertia; 1.7 Newton's Second Law of Motion; 1.8 Inertia Tensor; 1.9 Relativistic Time; Chapter 2: Kinematics; 2.1 Velocity and Acceleration; 2.2 Constant Acceleration; 2.3 Nonconstant Acceleration; 2.4 2D Particle Kinematics; 2.5 3D Particle Kinematics; 2.6 Kinematic Particle Explosion; 2.7 Rigid-Body Kinematics; 2.8 Local Coordinate Axes; 2.9 Angular Velocity and Acceleration; Chapter 3: Force; 3.1 Forces; 3.2 Force Fields; 3.3 Friction; 3.4 Fluid Dynamic Drag; 3.5 Pressure; 3.6 Buoyancy; 3.7 Springs and Dampers; 3.8 Force and Torque; 3.9 Summary; Chapter 4: Kinetics; 4.1 Particle Kinetics in 2D; 4.2 Particle Kinetics in 3D; 4.3 Rigid-Body Kinetics; Chapter 5: Collisions; 5.1 Impulse-Momentum Principle; 5.2 Impact; 5.3 Linear and Angular Impulse; 5.4 Friction; Chapter 6: Projectiles; 6.1 Simple Trajectories; 6.2 Drag; 6.3 Magnus Effect; 6.4 Variable Mass;
Rigid-Body Dynamics; Chapter 7: Real-Time Simulations; 7.1 Integrating the Equations of Motion; 7.2 Euler's Method; 7.3 Better Methods; 7.4 Summary; Chapter 8: Particles; 8.1 Simple Particle Model; 8.2 The Basic Simulator; 8.3 Implementing External Forces; 8.4 Implementing Collisions; 8.5 Tuning; Chapter 9: 2D Rigid-Body Simulator; 9.1 Model; 9.2 The Basic Simulator; 9.3 Tuning; Chapter 10: Implementing Collision Response; 10.1 Linear Collision Response; 10.2 Angular Effects; Chapter 11: Rotation in 3D Rigid-Body Simulators; 11.1 Rotation Matrices; 11.2 Quaternions; 11.3 Quaternions in 3D Simulators; Chapter 12: 3D Rigid-Body Simulator; 12.1 Model; 12.2 Integration; 12.3 Flight Controls; Chapter 13: Connecting Objects; 13.1 Springs and Dampers; 13.2 Connecting Particles; 13.3 Connecting Rigid Bodies; Chapter 14: Physics Engines; 14.1 Building Your Own Physics Engine;
Physical Modeling; Chapter 15: Aircraft; 15.1 Geometry; 15.2 Lift and Drag; 15.3 Other Forces; 15.4 Control; 15.5 Modeling; Chapter 16: Ships and Boats; 16.1 Stability and Sinking; 16.2 Ship Motions; 16.3 Resistance and Propulsion; 16.4 Maneuverability; Chapter 17: Cars and Hovercraft; 17.1 Cars; 17.2 Hovercraft; Chapter 18: Guns and Explosions; 18.1 Projectile Motion; 18.2 Taking Aim; 18.3 Recoil and Impact; 18.4 Explosions; Chapter 19: Sports; 19.1 Modeling a Golf Swing; 19.2 Billiards;
Digital Physics; Chapter 20: Touch Screens; 20.1 Types of Touch Screens; 20.2 Step-by-Step Physics; 20.3 Example Program; 20.4 Other Considerations; Chapter 21: Accelerometers; 21.1 Accelerometer Theory; 21.2 Sensing Orientation; 21.3 Sensing Tilt; Chapter 22: Gaming from One Place to Another; 22.1 Location-Based Gaming; 22.2 What Time Is It?; 22.3 Location, Location, Location; Chapter 23: Pressure Sensors and Load Cells; 23.1 Under Pressure; 23.2 Button Mashing; 23.3 Barometers; Chapter 24: 3D Display; 24.1 Binocular Vision; 24.2 Stereoscopic Basics; 24.3 Types of Display; 24.4 Programming Considerations; Chapter 25: Optical Tracking; 25.1 Sensors and SDKs; 25.2 Numerical Differentiation; Chapter 26: Sound; 26.1 What Is Sound?; 26.2 Characteristics of and Behavior of Sound Waves; 26.3 3D Sound;
Vector Operations; Vector Class; Vector Functions and Operators;
Matrix Operations; Matrix3×3 Class; Matrix Functions and Operators;
Quaternion Operations; Quaternion Class; Quaternion Functions and Operators;
Bibliography; General Physics and Dynamics; Mathematics and Numerical Methods; Computational Geometry; Projectiles; Sports Ball Physics; Aerodynamics; Hydrostatics and Hydrodynamics; Automobile Physics; Real-time Physics Simulations; Digital Physics;
Colophon;