Game physics / David H. Eberly ; with a contribution by Ken Shoemaker.
Series: The Morgan Kaufmann series in interactive 3D technologyPublisher: Amsterdam Boston : Morgan Kaufmann,, c2003Edition: 1st ed001: 8923ISBN: 1558607404Subject(s): Computer and video games | Computer graphics | Computer programmingDDC classification: 794.81526 EBEItem type | Current library | Collection | Call number | Copy number | Status | Date due | Barcode | |
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Book | MAIN LIBRARY Book | 794.81526 EBE (Browse shelf(Opens below)) | 1 | Available | 080251 |
Browsing MAIN LIBRARY shelves, Shelving location: Book, Collection: PRINT Close shelf browser (Hides shelf browser)
794.8151 YIN Impeccable scene design : for game, animation and film / | 794.8151 YIN Impeccable scene design : for game, animation and film / | 794.81526 BYR Game level design / | 794.81526 EBE Game physics / | 794.81526 GAH Game art complete : all-in-one : learn Maya, 3DS Max, zBrush, and Photoshop winning techniques / | 794.81526 HAW Real-time cinematography for games / | 794.81526 IUP Story and simulations for serious games : tales from the trenches / |
Enhanced descriptions from Syndetics:
Game Physicsis an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physicsshares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary-and hacked physics will do.
Table of contents provided by Syndetics
- Introduction
- Basic Concepts from Physics
- Rigid Body Motion
- Deformable Bodies
- Physics Engines
- Physics and Shader Programs
- Linear Complementarity and Mathematical Programming
- Differential Equations
- Numerical Methods
- Quaternions
- Appendices: Linear Algebra
- Affine Algebra
- Calculus
- Ordinary Difference Equations
- Bibliography
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