Game physics engine development how to build a robust commercial-grade physics engine for your game
Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to t...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Boca Raton, Florida ; London, [England] ; New York :
CRC Press
2010.
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Edición: | 2nd ed |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628455606719 |
Tabla de Contenidos:
- Front Cover; Dedication; Contents; List of Figures; Preface to the Second Edition; Preface to the First Edition; Acknowledgments; About the Author; Chapter 1: Introduction; PART I: Particle Physics; Chapter 2: The Mathematics of Particles; Chapter 3: The Laws of Motion; Chapter 4: The Particle Physics Engine; PART II: Mass Aggregate Physics; Chapter 5: Adding General Forces; Chapter 6: Springs and Spring-Like Things; Chapter 7: Hard Constraints; Chapter 8: The Mass Aggregate Physics Engine; PART III: Rigid-Body Physics; Chapter 9: The Mathematics of Rotations
- Chapter 10: Laws of Motion for Rigid BodiesChapter 11: The Rigid-Body Physics Engine; PART IV: Collision Detection; Chapter 12: Collision Detection; Chapter 13: Generating Contacts; PART V: Contact Physics; Chapter 14: Collision Resolution; Chapter 15: Resting Contacts and Friction; Chapter 16: Stability and Optimization; Chapter 17: Putting it All Together; PART VI: Further Topics in Physics; Chapter 18: Physics in Two Dimensions; Chapter 19: Other Programming Languages; Chapter 20: Other Types of Physics; Appendix A: Useful Inertia Tensors; Appendix B: Useful Friction Coefficients
- Appendix C: Mathematics SummaryGlossary; Bibliography