Physics for Game Developers Science math and code for realistic effects 2nd Edition by David M Bourg, Bryan Bywalec – Ebook PDF Instant Download/Delivery: 1449392512, 9781449392512
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Product details:
ISBN 10: 1449392512
ISBN 13: 9781449392512
Author: David M Bourg, Bryan Bywalec
Physics for Game Developers Science math and code for realistic effects 2nd Table of contents:
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I. Fundamentals
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Basic Concepts
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Newton’s Laws of Motion
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Units and Measures
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Coordinate System
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Vectors
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Derivatives and Integrals
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Mass, Center of Mass, and Moment of Inertia
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Newton’s Second Law of Motion
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Inertia Tensor
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Relativistic Time
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Kinematics
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Velocity and Acceleration
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Constant Acceleration
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Nonconstant Acceleration
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2D Particle Kinematics
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3D Particle Kinematics
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X Components
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Y Components
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Z Components
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The Vectors
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Hitting the Target
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Kinematic Particle Explosion
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Rigid-Body Kinematics
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Local Coordinate Axes
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Angular Velocity and Acceleration
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Force
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Forces
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Force Fields
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Friction
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Fluid Dynamic Drag
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Pressure
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Buoyancy
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Springs and Dampers
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Force and Torque
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Summary
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Kinetics
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Particle Kinetics in 2D
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Particle Kinetics in 3D
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X Components
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Y Components
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Z Components
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Cannon Revised
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Rigid-Body Kinetics
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Collisions
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Impulse-Momentum Principle
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Impact
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Linear and Angular Impulse
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Friction
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Projectiles
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Simple Trajectories
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Drag
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Magnus Effect
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Variable Mass
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II. Rigid-Body Dynamics
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Real-Time Simulations
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Integrating the Equations of Motion
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Euler’s Method
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Better Methods
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Summary
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Particles
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Simple Particle Model
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Integrator
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Rendering
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The Basic Simulator
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Implementing External Forces
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Implementing Collisions
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Particle-to-Ground Collisions
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Particle-to-Obstacle Collisions
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Tuning
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2D Rigid-Body Simulator
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Model
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Transforming Coordinates
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Integrator
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Rendering
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The Basic Simulator
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Tuning
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Implementing Collision Response
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Linear Collision Response
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Angular Effects
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Rotation in 3D Rigid-Body Simulators
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Rotation Matrices
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Quaternions
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Quaternion Operations
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Magnitude
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Conjugate: The ~ operator
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QVRotate
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Quaternion multiplication: The * operator
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Vector multiplication: The * operator
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MakeQFromEulerAngles
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MakeEulerAnglesFromQ
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Quaternions in 3D Simulators
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3D Rigid-Body Simulator
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Model
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Integration
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Flight Controls
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Connecting Objects
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Springs and Dampers
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Connecting Particles
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Rope
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Spring structure and variables
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Initialize the particles and springs
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Update the simulation
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Connecting Rigid Bodies
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Links
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Basic structures and variables
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Initialize
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Update
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Rotational Restraint
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Physics Engines
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Building Your Own Physics Engine
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Physics Models
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Simulated Objects Manager
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Collision Detection
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Collision Response
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Force Effectors
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Numerical Integrator
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III. Physical Modeling
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Aircraft
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Geometry
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Lift and Drag
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Other Forces
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Control
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Modeling
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Ships and Boats
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Stability and Sinking
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Stability
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Sinking
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Ship Motions
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Heave
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Roll
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Pitch
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Coupled Motions
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Resistance and Propulsion
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General Resistance
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Planing craft
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Virtual mass
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Guidance speeds
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Propulsion
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Maneuverability
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Rudders and Thrust Vectoring
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Propeller walk
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Cars and Hovercraft
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Cars
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Resistance
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Power
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Stopping Distance
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Steering
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Hovercraft
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How Hovercraft Work
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Resistance
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Steering
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Guns and Explosions
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Projectile Motion
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Taking Aim
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Zeroing the Sights
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Bullet drop: Gravity and air resistance
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Wind
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Breathing and Body Position
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Recoil and Impact
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Explosions
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Particle Explosions
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Polygon Explosions
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Sports
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Modeling a Golf Swing
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Solving the Golf Swing Equations
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Billiards
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Implementation
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Initialization
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Stepping the Simulation
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Calculating Forces
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Handling Collisions
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IV. Digital Physics
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Touch Screens
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Types of Touch Screens
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Resistive
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Capacitive
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Infrared and Optical Imaging
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Exotic: Dispersive Signal and Surface Acoustic Wave
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Step-by-Step Physics
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Resistive Touch Screens
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One-dimensional resistive touch sensor
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Four-wire resistive touch screen
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Capacitive Touch Screens
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Self-capacitance
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Mutual capacitance
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Example Program
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Multitouch
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Other Considerations
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Haptic Feedback
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Modeling Touch Screens in Games
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Difference from Mouse-Based Input
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Custom Gestures
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Accelerometers
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Accelerometer Theory
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MEMS Accelerometers
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Common Accelerometer Specifications
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Data Clipping
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Sensing Orientation
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Sensing Tilt
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Using Tilt to Control a Sprite
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Two Degrees of Freedom
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Gaming from One Place to Another
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Location-Based Gaming
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Geocaching and Reverse Geocaching
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Mixed Reality
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Street Games
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What Time Is It?
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Two-Dimensional Mathematical Treatment
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Location, Location, Location
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Distance
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Great-Circle Heading
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Rhumb Line
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Pressure Sensors and Load Cells
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Under Pressure
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Example Effects of High Pressure
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Button Mashing
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Load Cells
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Tiny scales
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Center of gravity
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Barometers
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3D Display
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Binocular Vision
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Stereoscopic Basics
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The Left and Right Frustums
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Types of Display
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Complementary-Color Anaglyphs
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Linear and Circular Polarization
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Liquid-Crystal Plasma
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Autostereoscopy
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Advanced Technologies
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Programming Considerations
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Active Stereoization
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Passive Stereoization
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Optical Tracking
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Sensors and SDKs
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Kinect
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OpenCV
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Numerical Differentiation
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Sound
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What Is Sound?
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Characteristics of and Behavior of Sound Waves
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Harmonic Wave
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Superposition
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Speed of Sound
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Attenuation
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Reflection
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Doppler Effect
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3D Sound
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How We Hear in 3D
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A Simple Example
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Appendices
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A. Vector Operations
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Vector Class
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Magnitude
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Normalize
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Reverse
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Vector Addition: The += Operator
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Vector Subtraction: The −= Operator
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Scalar Multiplication: The *= Operator
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Scalar Division: The /= Operator
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Conjugate: The − Operator
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Vector Functions and Operators
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Vector Addition: The + Operator
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Vector Subtraction: The − Operator
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Vector Cross Product: The ^ Operator
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Vector Dot Product: The * Operator
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Scalar Multiplication: The * Operator
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Scalar Division: The / Operator
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Triple Scalar Product
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B. Matrix Operations
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Matrix3×3 Class
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Determinant
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Transpose
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Inverse
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Matrix Addition: The += Operator
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Matrix Subtraction: The −= Operator
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Scalar Multiplication: The *= Operator
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Scalar Division: The /= Operator
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Matrix Functions and Operators
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Matrix Addition: The + Operator
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Matrix Subtraction: The − Operator
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Scalar Divide: The / Operator
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Matrix Multiplication: The * Operator
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Scalar Multiplication: The * Operator
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Vector Multiplication: The * Operator
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C. Quaternion Operations
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Quaternion Class
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Magnitude
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GetVector
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GetScalar
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Quaternion Addition: The += Operator
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Quaternion Subtraction: The −= Operator
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Scalar Multiplication: The *= Operator
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Scalar Division: The /= Operator
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Conjugate: The ~ Operator
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Quaternion Functions and Operators
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Quaternion Addition: The + Operator
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Quaternion Subtraction: The − Operator
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Quaternion Multiplication: The * Operator
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Scalar Multiplication: The * Operator
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Vector Multiplication: The * Operator
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