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Game physics engine development
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Millington, Ian.{me_controlnum}
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Game physics engine development
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Game physics engine development/ Ian Millington.
作者:
Millington, Ian.{me_controlnum}
出版者:
Amsterdam ;Morgan Kaufmann Publishers, : c2007.,
面頁冊數:
1 online resource (xxi, 456 p.) :ill.
內容註:
1. Introduction; I Particle Physics; 2. The Mathematics of Particles; 3. The Laws of Motion; 4. The Particle Physics Engine; II Mass Aggregate Physics; 5. Adding General Forces; 6. Springs and Spring-like Things; 7. Hard Constraints; 8. The Mass Aggregate Physics Engine; III Rigid Body Physics; 9. The Mathematics of Rotations; 10. Laws of Motion for Rigid Bodies; 11. The Rigid Body Physics Engine; IV Collision Detection; 12. Collision Detection; 13. Generating Contacts; V Contact Physics; 14. Collision Resolution; 15. Resting Contacts and Friction; 16. Stability and Optimization; 17. Putting It All Together; VI Horizons; 18. Other Types of Physics; 19. A Physics Based Game; A. Mathematics Summary; B. Common Inertia Tensors; C. Other Programming Languages; D. References.
標題:
Computer games - Programming. -
電子資源:
http://www.sciencedirect.com/science/book/9780123694713
ISBN:
9780123694713
Game physics engine development
Millington, Ian.{me_controlnum}
Game physics engine development
[electronic resource] /Ian Millington. - Amsterdam ;Morgan Kaufmann Publishers,c2007. - 1 online resource (xxi, 456 p.) :ill. - The Morgan Kaufmann series in interactive 3D technology. - Morgan Kaufmann series in interactive 3D technology..
Includes bibliographical references (p. 445) and index.
1. Introduction; I Particle Physics; 2. The Mathematics of Particles; 3. The Laws of Motion; 4. The Particle Physics Engine; II Mass Aggregate Physics; 5. Adding General Forces; 6. Springs and Spring-like Things; 7. Hard Constraints; 8. The Mass Aggregate Physics Engine; III Rigid Body Physics; 9. The Mathematics of Rotations; 10. Laws of Motion for Rigid Bodies; 11. The Rigid Body Physics Engine; IV Collision Detection; 12. Collision Detection; 13. Generating Contacts; V Contact Physics; 14. Collision Resolution; 15. Resting Contacts and Friction; 16. Stability and Optimization; 17. Putting It All Together; VI Horizons; 18. Other Types of Physics; 19. A Physics Based Game; A. Mathematics Summary; B. Common Inertia Tensors; C. Other Programming Languages; D. References.
Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics. * Uses only high school algebra * Shows how to build a complete system based on professional principles * CD-ROM with C++ source code for a full commercial-quality physics engine.
ISBN: 9780123694713
Source: 112919:113008Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
553052
Computer games
--Programming.Index Terms--Genre/Form:
542853
Electronic books.
LC Class. No.: QA76.76.C672 / M55 2007
Dewey Class. No.: 794.8/1526
Game physics engine development
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1. Introduction; I Particle Physics; 2. The Mathematics of Particles; 3. The Laws of Motion; 4. The Particle Physics Engine; II Mass Aggregate Physics; 5. Adding General Forces; 6. Springs and Spring-like Things; 7. Hard Constraints; 8. The Mass Aggregate Physics Engine; III Rigid Body Physics; 9. The Mathematics of Rotations; 10. Laws of Motion for Rigid Bodies; 11. The Rigid Body Physics Engine; IV Collision Detection; 12. Collision Detection; 13. Generating Contacts; V Contact Physics; 14. Collision Resolution; 15. Resting Contacts and Friction; 16. Stability and Optimization; 17. Putting It All Together; VI Horizons; 18. Other Types of Physics; 19. A Physics Based Game; A. Mathematics Summary; B. Common Inertia Tensors; C. Other Programming Languages; D. References.
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Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics. * Uses only high school algebra * Shows how to build a complete system based on professional principles * CD-ROM with C++ source code for a full commercial-quality physics engine.
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