Physics for Game Developers. Science, math, and code for realistic effects. 2nd Edition
- Autorzy:
- David M Bourg, Bryan Bywalec
- Ocena:
- Bądź pierwszym, który oceni tę książkę
- Stron:
- 578
- Dostępne formaty:
-
ePubMobi
Opis ebooka: Physics for Game Developers. Science, math, and code for realistic effects. 2nd Edition
If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll 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 code examples. This updated book is indispensable whether you work alone or as part of a team.
- Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response
- Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia
- Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls
- Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays
- Capture 3D sound effects with the OpenAL audio API
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Szczegóły ebooka
- ISBN Ebooka:
- 978-14-493-6104-4, 9781449361044
- Data wydania ebooka:
- 2013-04-11 Data wydania ebooka często jest dniem wprowadzenia tytułu do sprzedaży i może nie być równoznaczna z datą wydania książki papierowej. Dodatkowe informacje możesz znaleźć w darmowym fragmencie. Jeśli masz wątpliwości skontaktuj się z nami sklep@ebookpoint.pl.
- Język publikacji:
- angielski
- Rozmiar pliku ePub:
- 8.4MB
- Rozmiar pliku Mobi:
- 16.0MB
Spis treści ebooka
- Physics for Game Developers
- 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
- I. Fundamentals
- 1. Basic Concepts
- Newtons Laws of Motion
- Units and Measures
- Coordinate System
- Vectors
- Derivatives and Integrals
- Mass, Center of Mass, and Moment of Inertia
- Newtons Second Law of Motion
- Inertia Tensor
- Relativistic Time
- 1. Basic Concepts
- 2. Kinematics
- Velocity and Acceleration
- Constant Acceleration
- Nonconstant Acceleration
- 2D Particle Kinematics
- 3D Particle Kinematics
- X Components
- Y Components
- Z Components
- The Vectors
- Hitting the Target
- Kinematic Particle Explosion
- Rigid-Body Kinematics
- Local Coordinate Axes
- Angular Velocity and Acceleration
- 3. Force
- Forces
- Force Fields
- Friction
- Fluid Dynamic Drag
- Pressure
- Buoyancy
- Springs and Dampers
- Force and Torque
- Summary
- 4. Kinetics
- Particle Kinetics in 2D
- Particle Kinetics in 3D
- X Components
- Y Components
- Z Components
- Cannon Revised
- Rigid-Body Kinetics
- 5. Collisions
- Impulse-Momentum Principle
- Impact
- Linear and Angular Impulse
- Friction
- 6. Projectiles
- Simple Trajectories
- Drag
- Magnus Effect
- Variable Mass
- II. Rigid-Body Dynamics
- 7. Real-Time Simulations
- Integrating the Equations of Motion
- Eulers Method
- Better Methods
- Summary
- 7. Real-Time Simulations
- 8. Particles
- Simple Particle Model
- Integrator
- Rendering
- Simple Particle Model
- The Basic Simulator
- Implementing External Forces
- Implementing Collisions
- Particle-to-Ground Collisions
- Particle-to-Obstacle Collisions
- Tuning
- 9. 2D Rigid-Body Simulator
- Model
- Transforming Coordinates
- Integrator
- Rendering
- Model
- The Basic Simulator
- Tuning
- 10. Implementing Collision Response
- Linear Collision Response
- Angular Effects
- 11. Rotation in 3D Rigid-Body Simulators
- Rotation Matrices
- Quaternions
- Quaternion Operations
- Magnitude
- Conjugate: The ~ operator
- QVRotate
- Quaternion multiplication: The * operator
- Vector multiplication: The * operator
- MakeQFromEulerAngles
- MakeEulerAnglesFromQ
- Quaternion Operations
- Quaternions in 3D Simulators
- 12. 3D Rigid-Body Simulator
- Model
- Integration
- Flight Controls
- 13. Connecting Objects
- Springs and Dampers
- Connecting Particles
- Rope
- Spring structure and variables
- Initialize the particles and springs
- Update the simulation
- Rope
- Connecting Rigid Bodies
- Links
- Basic structures and variables
- Initialize
- Update
- Links
- Rotational Restraint
- 14. Physics Engines
- Building Your Own Physics Engine
- Physics Models
- Simulated Objects Manager
- Collision Detection
- Collision Response
- Force Effectors
- Numerical Integrator
- Building Your Own Physics Engine
- III. Physical Modeling
- 15. Aircraft
- Geometry
- Lift and Drag
- Other Forces
- Control
- Modeling
- 15. Aircraft
- 16. Ships and Boats
- Stability and Sinking
- Stability
- Sinking
- Stability and Sinking
- Ship Motions
- Heave
- Roll
- Pitch
- Coupled Motions
- Resistance and Propulsion
- General Resistance
- Planing craft
- Virtual mass
- Guidance speeds
- General Resistance
- Propulsion
- Maneuverability
- Rudders and Thrust Vectoring
- Propeller walk
- Rudders and Thrust Vectoring
- 17. Cars and Hovercraft
- Cars
- Resistance
- Power
- Stopping Distance
- Steering
- Cars
- Hovercraft
- How Hovercraft Work
- Resistance
- Steering
- 18. Guns and Explosions
- Projectile Motion
- Taking Aim
- Zeroing the Sights
- Bullet drop: Gravity and air resistance
- Wind
- Zeroing the Sights
- Breathing and Body Position
- Recoil and Impact
- Explosions
- Particle Explosions
- Polygon Explosions
- 19. Sports
- Modeling a Golf Swing
- Solving the Golf Swing Equations
- Modeling a Golf Swing
- Billiards
- Implementation
- Initialization
- Stepping the Simulation
- Calculating Forces
- Handling Collisions
- IV. Digital Physics
- 20. Touch Screens
- Types of Touch Screens
- Resistive
- Capacitive
- Infrared and Optical Imaging
- Exotic: Dispersive Signal and Surface Acoustic Wave
- Types of Touch Screens
- Step-by-Step Physics
- Resistive Touch Screens
- One-dimensional resistive touch sensor
- Four-wire resistive touch screen
- Resistive Touch Screens
- Capacitive Touch Screens
- Self-capacitance
- Mutual capacitance
- 20. Touch Screens
- Example Program
- Multitouch
- Other Considerations
- Haptic Feedback
- Modeling Touch Screens in Games
- Difference from Mouse-Based Input
- Custom Gestures
- 21. Accelerometers
- Accelerometer Theory
- MEMS Accelerometers
- Common Accelerometer Specifications
- Data Clipping
- Accelerometer Theory
- Sensing Orientation
- Sensing Tilt
- Using Tilt to Control a Sprite
- Two Degrees of Freedom
- 22. Gaming from One Place to Another
- Location-Based Gaming
- Geocaching and Reverse Geocaching
- Mixed Reality
- Street Games
- Location-Based Gaming
- What Time Is It?
- Two-Dimensional Mathematical Treatment
- Location, Location, Location
- Distance
- Great-Circle Heading
- Rhumb Line
- 23. Pressure Sensors and Load Cells
- Under Pressure
- Example Effects of High Pressure
- Under Pressure
- Button Mashing
- Load Cells
- Tiny scales
- Center of gravity
- Load Cells
- Barometers
- 24. 3D Display
- Binocular Vision
- Stereoscopic Basics
- The Left and Right Frustums
- Types of Display
- Complementary-Color Anaglyphs
- Linear and Circular Polarization
- Liquid-Crystal Plasma
- Autostereoscopy
- Advanced Technologies
- Programming Considerations
- Active Stereoization
- Passive Stereoization
- 25. Optical Tracking
- Sensors and SDKs
- Kinect
- OpenCV
- Sensors and SDKs
- Numerical Differentiation
- 26. Sound
- What Is Sound?
- Characteristics of and Behavior of Sound Waves
- Harmonic Wave
- Superposition
- Speed of Sound
- Attenuation
- Reflection
- Doppler Effect
- 3D Sound
- How We Hear in 3D
- A Simple Example
- A. Vector Operations
- Vector Class
- Magnitude
- Normalize
- Reverse
- Vector Addition: The += Operator
- Vector Subtraction: The = Operator
- Scalar Multiplication: The *= Operator
- Scalar Division: The /= Operator
- Conjugate: The Operator
- Vector Class
- Vector Functions and Operators
- Vector Addition: The + Operator
- Vector Subtraction: The Operator
- Vector Cross Product: The ^ Operator
- Vector Dot Product: The * Operator
- Scalar Multiplication: The * Operator
- Scalar Division: The / Operator
- Triple Scalar Product
- B. Matrix Operations
- Matrix3×3 Class
- Determinant
- Transpose
- Inverse
- Matrix Addition: The += Operator
- Matrix Subtraction: The = Operator
- Scalar Multiplication: The *= Operator
- Scalar Division: The /= Operator
- Matrix3×3 Class
- Matrix Functions and Operators
- Matrix Addition: The + Operator
- Matrix Subtraction: The Operator
- Scalar Divide: The / Operator
- Matrix Multiplication: The * Operator
- Scalar Multiplication: The * Operator
- Vector Multiplication: The * Operator
- C. Quaternion Operations
- Quaternion Class
- Magnitude
- GetVector
- GetScalar
- Quaternion Addition: The += Operator
- Quaternion Subtraction: The = Operator
- Scalar Multiplication: The *= Operator
- Scalar Division: The /= Operator
- Conjugate: The ~ Operator
- Quaternion Class
- Quaternion Functions and Operators
- Quaternion Addition: The + Operator
- Quaternion Subtraction: The Operator
- Quaternion Multiplication: The * Operator
- Scalar Multiplication: The * Operator
- Vector Multiplication: The * Operator
- Scalar Division: The / Operator
- QGetAngle
- QGetAxis
- QRotate
- QVRotate
- MakeQFromEulerAngles
- MakeEulerAnglesFromQ
- Conversion Functions
- D. 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
- Index
- About the Authors
- Colophon
- Copyright
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