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                    Elberly D.H., Shoemake  K. — Game Physics 
                  
                
                    
                        
                            
                                
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                                    Название:   Game PhysicsАвторы:   Elberly D.H., Shoemake  K. Аннотация:  Game Physics is 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 Physics shares 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.
Язык:  Рубрика:  Физика /Статус предметного указателя:  Готов указатель с номерами страниц ed2k:   ed2k stats Год издания:  2004Количество страниц:  776Добавлена в каталог:  19.03.2006Операции:  Положить на полку  |
	 
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                    Предметный указатель 
                  
                
                    
                        Vectors, magnitude 583 Vectors, nonorthogonal 602 Vectors, norm of 453 Vectors, normal 20 21 Vectors, orthogonal 601 602 Vectors, orthogonal set of 604 Vectors, orthonormal set of 508 510 604 Vectors, parallelepiped formed by 609 Vectors, partial derivative 117 707 Vectors, perp 683 684 Vectors, points vs. 671 Vectors, position 26 Vectors, projection of 602 603 621—624 Vectors, quantities 510 Vectors, right-handed orthonormal set of 509 Vectors, rotation 508 649 Vectors, rotation matrix application to 512 Vectors, state 223 224 227 Vectors, triple scalar product 609—610 Vectors, triple vector product 610—613 Vectors, unique representation 597 Vectors, unit-length 20 27 Vectors, velocity 17 114 Vectors, zero 243 251 261 338 614 Velocity of body origin 29 Velocity of particles 16 19 243 Velocity of points 23 24 Velocity Verlet method 483—485 Velocity Verlet method, cost 485 Velocity Verlet method, defined 483 Velocity Verlet method, Gear’s fifth-order predictor-corrector method vs. 486 Velocity Verlet method, position in 484 Velocity Verlet method, velocity 484 Velocity Verlet method, velocity estimate 483 485 Velocity, about fixed axis 26 Velocity, angular 25 27 29 94 225 346—348 Velocity, center of mass 130 243 Velocity, chain rule application to 105 Velocity, change of 243 245—250 Velocity, due to rotation of frame 29 Velocity, estimating 480 Velocity, flat board (rough plane) 148 Velocity, Foucault pendulum 95 Velocity, leap frog method 482 484 Velocity, linear 26 225 343—346 Velocity, magnitude of 258 263 Velocity, polar frame representation 19 Velocity, postimpulse 245 259 Velocity, preimpulse 246 264 Velocity, relative 243 245 Velocity, simple pendulum friction example 139—140 Velocity, Taylor expansion for 483 Velocity, vector 17 114 Velocity, Velocity Verlet method 484 Velocity, world 29 Verlet method 478—487 see Verlet method, advantages 479 Verlet method, disadvantages 479 Verlet method, drag simulation 481 Verlet method, forces with velocity component 480—481 Verlet method, forces without velocity component 479—480 Verlet method, Gear’s fifth-order predictor-corrector 485—487 Verlet method, leap frog 481—483 Verlet method, reversibility 479 Verlet method, Taylor’s Theorem basis 478 Verlet method, Velocity 483—485 Vertex displacement 375—377 Vertex displacement, defined 375 Vertex displacement, deformation by 375—377 Vertex shaders 367 see Vertex shaders, basic 370—371 Vertex shaders, compilation 369 Vertex shaders, defined 369 Vertex shaders, DirectX output 372—373 Vertex shaders, OpenGL output 371—372 Vertex shaders, rendering with 376 Vertex shaders, rippling ocean waves 379 381 Vertex shaders, skinning 379 Vertex-edge contact 287 Vertex-to-face intersection 241 242 270 Vertex-to-vertex intersection 315 Vertex-vertex contact 287 VertexNoise application 375 VertexNoise application, defined 375 VertexNoise application, screen shots 377 Vertices, counterclockwise-ordered 427 Vertices, independent 301 Vertices, maximum independent set of 301 302 Vertices, neighboring 301 Vertices, oriented bounding boxes (OBBs) 334 Vertices, polygon 307 Vertices, polygon, after motion 320 Vertices, tetrahedrons 304 Vertices, umbrella parents 302 Viscous force 36—37 Volume mass see also Mass(es) Volume mass, center of mass 52—53 Volume mass, defined 14 Volume mass, equations of motion for 121—132 Volume mass, integration 15 Volume of tetrahedron 684—685 688 Volume, B-spline 200 Volume, infinitesimal measure of 67 Volume, integrals 67—68 Volume, nonrecursive formula 685 Volume, stress 163 Vortex physics engine 5 Voxels, analysis 206 Voxels, edge meshes 215 Voxels, extracted edge mesh 216 Voxels, sharing ambiguous face 214 Weak duality 405—406 Weight, of objects 34 Wild Magic, Pixel Shader 369 Wild Magic, scene management system 371 Wild Magic, source code 369 Wild Magic, Vertex Shader 369 Work, computing 80—81 Work, defined 80 Work, gravity and 82 Work, independent of path 82 Work, infinitesimal amount of 80 World acceleration 30 world coordinates 28 92 World coordinates of angular velocity 130 154 World coordinates of body points 28 World coordinates of rigid body 153 World velocity 29 World velocity, angular 123 World velocity, center of mass 123 World velocity, postimpulse 259 260 World velocity, preimpulse 259 260 Young’s modulus 162 Zero constants 413—416 Zero constants, cycling and 413 Zero constants, Lemke — Howson algorithm and 412 Zero constants, never forcing 413 Zero matrix 249 573 Zero vectors 243 251 261 338 614 
                            
                     
                  
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