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Conger D. Ч Physics modelling for game programming
Conger D. Ч Physics modelling for game programming



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Ќазвание: Physics modelling for game programming

јвтор: Conger D.

јннотаци€:

Physics Modeling for Game Programmers demystifies the variety of physical models on the forefront of the next major revolution in game development that will add photo-realism to games: Sound, Wave Motion, Light, Fluids, Fabrics, and Solids. The book covers high-level material while making it accessible to a wide range of readers. Each subject covered includes illustrations and fun, visual examples. The code is simple and comprehensible, but the effects it produces are stunning.


язык: en

–убрика: –уководства по программному обеспечению/

—татус предметного указател€: √отов указатель с номерами страниц

ed2k: ed2k stats

√од издани€: 2004

 оличество страниц: 544

ƒобавлена в каталог: 30.11.2013

ќперации: ѕоложить на полку | —копировать ссылку дл€ форума | —копировать ID
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ѕредметный указатель
*= operator      74
+= operator      56Ч57
-= operator      56Ч57
-jpg extension      127
.NET      15
.pug extension      127
.tga extension      127
1D kinematics      148Ч153
1D kinematics, acceleration      153
1D kinematics, overview      148Ч149
1D kinematics, velocity      149Ч152
2-D and 3-D kinematics      155Ч158
2-D coordinate systems      43Ч44 64
2-D rigid bodies      204Ч214
2-D rigid bodies, overview      204Ч205
2-D rigid bodies, parallel axis theorem      212Ч214
2-D rigid bodies, point particles of 2-D rigid body      205Ч209
2-D rigid bodies, torque and moment of inertia      209Ч212
2-D transformations and rendering      85Ч105
2-D transformations and rendering, active versus passive transformations      86Ч87
2-D transformations and rendering, combining transformations      94Ч96
2-D transformations and rendering, implementing transformations      96Ч105
2-D transformations and rendering, implementing transformations, overview      96
2-D transformations and rendering, implementing transformations, rendering frames      104Ч105
2-D transformations and rendering, implementing transformations, setting up geometry      99Ч102
2-D transformations and rendering, implementing transformations, updating frames      102Ч104
2-D transformations and rendering, implementing transformations, using physics modeling framework      97Ч99
2-D transformations and rendering, overview      85Ч86
2-D transformations and rendering, rotation      88Ч91
2-D transformations and rendering, rotation, inverse rotation      90Ч91
2-D transformations and rendering, rotation, overview      88Ч90
2-D transformations and rendering, rotation, rotating around arbitrary point      91
2-D transformations and rendering, scaling      92Ч94
2-D transformations and rendering, scaling, about arbitrary point      94
2-D transformations and rendering, scaling, matrix representation of      92Ч94
2-D transformations and rendering, scaling, overview      92
2-D transformations and rendering, translation      87Ч88
3-D and 4-D coordinate systems      44Ч46
3-D objects, overview      4Ч5
3-D rigid bodies      214Ч220
3-D rigid bodies, d3d_rigid_body class      223Ч226
3-D rigid bodies, d3d_rigid_body object, initializing      226Ч228
3-D rigid bodies, d3d_rigid_body object, rendering      232Ч234
3-D rigid bodies, d3d_rigid_body object, updating      228Ч232
3-D rigid bodies, orientation      221Ч223
3-D rigid bodies, overview      214Ч217
3-D rigid bodies, parallel axis theorem      220
3-D rigid bodies, principal axes      220
3-D rigid bodies, torque      217Ч220
3-D scenes, overview      5
3-D transformations and rendering      107Ч124
3-D transformations and rendering, 3-D pipeline      113Ч116
3-D transformations and rendering, 3-D pipeline, local coordinates to world coordinates      113Ч114
3-D transformations and rendering, 3-D pipeline, overview      113
3-D transformations and rendering, 3-D pipeline, projection coordinates to screen coordinates      116
3-D transformations and rendering, 3-D pipeline, viewing coordinates to projection coordinates      115Ч116
3-D transformations and rendering, 3-D pipeline, world coordinates to viewing coordinates      114Ч115
3-D transformations and rendering, 3-D transformations      107Ч113
3-D transformations and rendering, 3-D transformations, homogeneous coordinates      107Ч108
3-D transformations and rendering, 3-D transformations, overview      107
3-D transformations and rendering, 3-D transformations, rotations      110Ч112
3-D transformations and rendering, 3-D transformations, translations      108Ч110
3-D transformations and rendering, overview      107
3-D transformations and rendering, rendering in 3-D      116Ч124
3-D transformations and rendering, rendering in 3-D, 3-D spinning triangle example      116Ч119
3-D transformations and rendering, rendering in 3-D, overview      116
3-D transformations and rendering, rendering in 3-D, spinning pyramid example      119Ч124
AABB (axis-aligned bounding box)      179 240Ч241
Absolute value      51
Acceleration      153 268Ч269
Acceleration, equation for      153
Acceleration, tangential      207 216Ч217
acquire()      399
Active transformations      86Ч87
ACVS      see "Hovercrafts and antigravity vehicles"
Adapter parameter      23
Ailerons      446Ч447
Air current      423
Air cushion      421Ч422
Air Cushion Vehicles (ACVs)      see "Hovercrafts and antigravity vehicles"
Air jets      422Ч423
Air resistance      6
Air simulation      333
Aircraft      433Ч450
Aircraft, banking      437
Aircraft, flight simulators      433Ч444
Aircraft, flight simulators, implementing      435Ч444
Aircraft, flight simulators, overview      433Ч435
Aircraft, lift and gravity      447Ч448
Aircraft, modeling      449Ч450
Aircraft, parts of      445Ч447
Aircraft, thrust and drag      449
Ambient color      128 130
Angular acceleration      205 215
Angular collision response      242Ч246
Angular velocity      205 214Ч215 221 223
Antigravity vehicles      see "Hovercrafts and antigravity vehicles"
Applied force      217
AppMain()      31Ч33 31Ч34
Arrays, statically allocated      102
Assembly language      171
Assert()      160
Assignment operator function      144
AutoDepthStancilFormat      25
Automobiles      see "Cars"
Axis-aligned bounding box (AABB)      179 240Ч241
Back buffer      21 116
Back-face culling      123
BackBufferCount      24
BackBufferFormat      24
BackBufferHeight      24
BackBufferWidth      24
Ballast      427
Banked roadways      413Ч114
base class      477
Basic_car class      416 420Ч421
Basic_flyer class      435Ч444 450Ч451 455
BeginScene()      38
BehaviorFlags      23
Berkeley sockets      12
bit depth      20
Bitmap      126Ч127
Bitwise OR operator      487 489
Black hole note      6
Bmp extansion      127
Boats      see "Ships and boats"
Bouncing off wall example      66Ч68
bounding boxes      178Ч179 235Ч239
Bounding boxes, axis-aligned      179 240Ч241
Bounding boxes, oriented      240Ч241
Bounding cylinders      177Ч178 235Ч236
Bounding spheres      174Ч177 194 223 235Ч236 252 295
Bounding volume trees      238Ч240
Boxes      see "Bounding boxes"
Braking force      412Ч413
Brush object      488
Buffer, overwriting      22
Buffered input      389 396
Buoyancy      423Ч424 426Ч427
BuoyancyApplied      352 356Ч357
Bussard ramjets      458
C++ programming      471Ч484
C++ programming, binary operators      59
C++ programming, classes      473Ч475
C++ programming, compilers      56
C++ programming, enumerated types      483Ч484
C++ programming, exceptions      481Ч482
C++ programming, functions      471Ч473
C++ programming, inheritance      304 350 477Ч480
C++ programming, namespaces      476
C++ programming, overview      471
C++ programming, structures      482Ч483
C++ programming, typedef statements      484
CalculateReactions()      255 258Ч259 264 279 281 312 315
Calculus, vector      216
Camera coordinates      114
Camera movement (DirectX)      401Ч405
CameraMoved variable      404
Canti(c) metric system prefix      48
Capital delta      88
CARS      407Ч421
Cars, air resistance      411
Cars, braking      411Ч413
Cars, implementing      415Ч421
Cars, power, force, acceleration, and friction      407Ч410
Cars, turning      413Ч415
Cartesian coordinates      41 43Ч44 155Ч156 179
Center of buoyancy      426Ч427
Center of gravity      426Ч427
Centrifugal force      207
centripetal acceleration      207Ч209 216Ч217
Centripetal force      207 413Ч414 452Ч454
ChangeLnTime      162
child classes      477 479
Circular orbits      453
Classes C++ programming      473Ч475
Classes C++ programming, child classes      477 479
Classes C++ programming, parent classes      477 479
Classes Windows programming, defining      486Ч488
Classes Windows programming, registering      488Ч489
Cleaning up meshes      131
CleanupD3D()      39
Clip graphics      180
CloseToZero()      258
Cloth      299Ч300
Cloth class      310Ч311 325 332
Cloth constructor      326
Cloth object      319 326 329 331Ч332
Cloth, implementing      303Ч332
Cloth, implementing, cloth class      316Ч319
Cloth, implementing, enhancements      332
Cloth, implementing, initializing piece of cloth      319Ч326
Cloth, implementing, overview      303
Cloth, implementing, simulating springs      310Ч315
Cloth, implementing, timing cloth      331
Cloth, implementing, updating and rendering piece of cloth      326Ч331
Cloth, implementing, upgrading point masses      303Ч310
Cloth_constants type      318
Cloth_square object      318
Cloth_square structures      319
Cloth_square type      318
Cockpit      445
Code bioat      28
Coding style      16
Coefficient of restitution      187Ч188 194 295 331 382
Cofactor matrix      81
Collision class      252 255 264
Collision detection, point particles      173Ч181
Collision detection, point particles, bounding boxes      178Ч179
Collision detection, point particles, bounding cylinders      177Ч178
Collision detection, point particles, bounding spheres      174Ч177
Collision detection, point particles, optimization with spatial partitioning      179Ч181
Collision detection, point particles, overview      173
Collision detection, rigid bodies      235Ч241
Collision detection, rigid bodies, axis-aligned bounding boxes and oriented bounding boxes      240Ч241
Collision detection, rigid bodies, bounding volume trees      238Ч240
Collision detection, rigid bodies, overview      235
Collision detection, rigid bodies, rough approximations      235Ч238
Collision forces      326
Collision object      255
Collision response (point particles)      181Ч199
Collision response (point particles), coefficient of restitution      187Ч188
Collision response (point particles), collisions of spheres      189Ч190
Collision response (point particles), conservation of momentum      182Ч183
Collision response (point particles), elastic collisions      185Ч186
Collision response (point particles), energy      184Ч185
Collision response (point particles), implementation      190Ч199
Collision response (point particles), implementation, handling collisions      196Ч199
Collision response (point particles), implementation, modifying d3d_point_mass class      191Ч192
Collision response (point particles), implementation, overview      190Ч191
Collision response (point particles), implementation, rendering frames      199
Collision response (point particles), implementation, setting up simulation      192Ч194
Collision response (point particles), implementation, updating frames      194Ч196
Collision response (point particles), inelastic collisions      186Ч187
Collision response (point particles), overview      181Ч182
Collision response (point particles), point particle collisions in two and three dimensions      188
Collision response (rigid bodies)      241Ч265
Collision response (rigid bodies), angular      242Ч243
Collision response (rigid bodies), combining linear and angular      243Ч246
Collision response (rigid bodies), finding and handling collisions      250Ч265
Collision response (rigid bodies), linear      241Ч242
Collision response (rigid bodies), overview      241
Collision response (rigid bodies), updating physics modeling framework      246Ч247
Collision variable      264
CollisionOccurred()      255 258
Collisions of point particles      173 see point "Collision
Collisions of rigid bodies      235Ч296 see point "Collision
Collisions of rigid bodies and gravity      267Ч269
Collisions of rigid bodies, modeling projectile motion      272Ч296
Collisions of rigid bodies, modeling projectile motion, differentiating between impulse and constant forces      272Ч295
Collisions of rigid bodies, modeling projectile motion, overview      272
Collisions of rigid bodies, modeling projectile motion, rolling      295Ч296
Collisions of rigid bodies, overview      235 267
Collisions of rigid bodies, projectile trajectories      269Ч272
Collisions of spheres      189Ч190
COLLISION_NONE case      265
Collision_status type      254Ч255
Color ambient      128 130
Color diffuse      128 130
COM (Component Object Model)      14 141
Comments      472
Commutativity vectors      54
Component Object Model (COM)      14 141
Concatenate transformation matrices      108
Conservation of energy      185
Conservation of momantum      182Ч183
Constant force, differentiating from impulse force      272Ч295
ConstantForce()      352Ч353 357
ConstantForceChanged      353 357
Constrained rigid bodies      204Ч205
Constructors      474
Containers, curved      335
Coordinate systems      43Ч46
copy constructor      143
CreateAdditionalSwapChain()      379
CreateDepthStencilSurface()      379
CreateDevice()      22 25 390
CreateGameObject()      374
CreateMutex()      486
CreateRenderTarget()      379
CreateVertexBuffer()      102
CreateWindow()      489Ч491
CREATE_GAME_OBJECT()      373Ч375
Cross product      62Ч64
Cross product function      63
CS_HREDRAW value      487
CS_VREDRAW value      487
CurrentCarDirection()      420
CurrentDirection()      437 439
CurrentDisplay      20
CurrentOrientation()      439
Currents      430Ч432
CurrentUpDirection()      437 439
Curved containers      335
CW_USEDEFAULT parameter      490
Cylinders, bounding      177Ч178 235Ч236
D3DADAPTER_DEFAULT      19 23
D3DCREATE_DISABLE_DRIVER_MANAGEMENT flag      23
D3DCREATE_HARDWARE_VERTEXPROCESSING flag      23
D3DCREATE_MANAGED flag      23
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