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Game physics has been at the heart of mainstream computer games for years, but recently it's reached a new level with the emergence of Nintendo Wii, PlayStation Move, Microsoft's Kinect, and various mobile devices. This updated bestseller not only provides important knowledge behind bread-and-butter game physics, but helps you leverage exciting interaction gadgets such as accelerometers, touch screens, GPS receivers, pressure sensors, and optical tracking devices. You'll find new chapters on deformable and soft bodies, fluids, and the physics of sound for incorporating realistic effects,…mehr
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Game physics has been at the heart of mainstream computer games for years, but recently it's reached a new level with the emergence of Nintendo Wii, PlayStation Move, Microsoft's Kinect, and various mobile devices. This updated bestseller not only provides important knowledge behind bread-and-butter game physics, but helps you leverage exciting interaction gadgets such as accelerometers, touch screens, GPS receivers, pressure sensors, and optical tracking devices. You'll find new chapters on deformable and soft bodies, fluids, and the physics of sound for incorporating realistic effects, including 3D sound. For game developers working alone or as part of a team, this expanded second edition is indispensable. Major topics include: Digital physics learn the physics behind accelerometers and other sensors in smartphones and game consoles Physics of sound get up to speed on a topic generally ignored in other books on game physics Rigid body mechanics become well-versed in the staple of all game physics engines Fluid dynamics create fabulous special effects through the book s accessible treatment of this difficult subject Modeling specific systems design and optimize your physical models with real-world examples
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: O'Reilly Media
- 2. Aufl.
- Seitenzahl: 575
- Erscheinungstermin: 28. Mai 2013
- Englisch
- Abmessung: 234mm x 180mm x 38mm
- Gewicht: 890g
- ISBN-13: 9781449392512
- ISBN-10: 1449392512
- Artikelnr.: 34198370
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
- Verlag: O'Reilly Media
- 2. Aufl.
- Seitenzahl: 575
- Erscheinungstermin: 28. Mai 2013
- Englisch
- Abmessung: 234mm x 180mm x 38mm
- Gewicht: 890g
- ISBN-13: 9781449392512
- ISBN-10: 1449392512
- Artikelnr.: 34198370
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
David Bourg is a Naval Architect involved in various military and commercial proposal, design, and construction efforts. Since 1998, David has served as an independent consultant working for various regional clients engaged in both commercial and military shipbuilding where he provides design and analysis services including but not limited to concept design, proposal writing, detailed design and analysis, visualization, and software development among other services. He coordinated and led the winning design and proposal effort for the US Coast Guard Point Class (patrol boat) Replacement Program. In 2006, David joined fellow Naval Architect Kenneth Humphreys to form MiNO Marine, LLC, a naval architecture and marine professional services firm. In addition to Physics for Game Developers, David has published two other books. He earned a PhD in Engineering and Applied Science in 2008 from the University of New Orleans. He has served as an Adjunct Professor at the University of New Orleans School of Naval Architecture and Marine Engineering, where he has taught various courses since 1993. Ever since his father read A Brief History of Time to him in middle school, Bryan Bywalec wanted to be an astrophysicist. While he will always have a passion for pure physics, he became more and more obsessed in high school with the application of those physical principles he was learning. Having been around sailboats his entire life, his decision to seek a degree in Naval Architecture at the University of New Orleans surprised few. While working on his degree, Mr. Bywalec was employed as a network administrator for the College of Engineering. Having an office in an electronics lab, he explored the world of enterprise computing and became very interested in high performance clusters, remote administration of desktops, and robotics. Upon graduating in 2007, he began his career at MiNO Marine, LLC and, under the guidance of David Bourg and Kenneth Humphreys, now focuses on finite element analysis of complex welded steel structures. His structural analysis work depends largely on the accurate approximations of non-linear physical systems. Bryan has completed several computational fluid dynamics simulations of exhaust gases from ship stacks and current flow around offshore structures. In addition to his work as a naval architect, Bryan strives to create innovative ways to connect everyday objects to various control networks. From unlocking door locks via text message to developing a real time street car tracking program, he constantly searches for opportunities to integrate technology into his life.
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
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
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
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