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If you want to enrich your games experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. Youll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. Youll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices.Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few…mehr
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- Produktdetails
- Verlag: O'Reilly Media
- Seitenzahl: 578
- Erscheinungstermin: 11. April 2013
- Englisch
- ISBN-13: 9781449361044
- Artikelnr.: 38311753
- Verlag: O'Reilly Media
- Seitenzahl: 578
- Erscheinungstermin: 11. April 2013
- Englisch
- ISBN-13: 9781449361044
- Artikelnr.: 38311753
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
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
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