Game physics
Eberly, David H.{me_controlnum}

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  • Game physics
  • 紀錄類型: 書目-電子資源 : Monograph/item
    正題名/作者: Game physics/ David H. Eberly.
    作者: Eberly, David H.{me_controlnum}
    出版者: Amsterdam ;Morgan Kaufmann, : 2010.,
    面頁冊數: 1 online resource.
    內容註: Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and Mathematical Programming -- 8 Differential Equations -- 9 Numerical Methods -- 10 Quaternions -- Appendices -- A Linear Algebra -- B Affine Algebra -- C Calculus -- D Ordinary Difference Equations -- A Summary of the Changes for the 2nd Edition: -- Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second edition. -- The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source code to go with this. -- I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition -- not much discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in its entirety. -- Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it is reasonable to break the book into two parts: -- Part I -The Physics -- -- 1 Introduction -- 2 Basic Concepts -- 3 Rigid Bodies -- 4 Deformable Bodies -- 5 Physics Engines [rigid body concepts] -- 6 Particles, Fluids, and Gases [deformable body concepts] -- Part II -The Mathematics -- 7 Linear Algebra -- 8 Affine Algebra -- 9 Calculus -- 10 Quaternions -- 11 Differential Equations -- 12 Difference Equations -- 13 Numerical Methods -- 14 Linear Complementarity and Mathematical Programming -- The idea is that Part I is readable immediately by anyone having a reasonable mathematics background. Portions of Part II can be read, as needed. -- The chapter on Linear Complementarity will be rewritten to omit the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP. -- The 2nd edition will contain a lot more source code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate the concepts.
    標題: Computer games - Programming. -
    電子資源: http://www.sciencedirect.com/science/book/9780123749031
    ISBN: 9780123749031 (electronic bk.)
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W9135766 電子資源 11.線上閱覽_V 電子書 EB QA76.76.C672 E24 2010 一般使用(Normal) 在架 0
  • 1 筆 • 頁數 1 •
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