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



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Íàçâàíèå: Physics modelling for game programming

Àâòîð: Conger D.

Àííîòàöèÿ:

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.


ßçûê: en

Ðóáðèêà: Ðóêîâîäñòâà ïî ïðîãðàììíîìó îáåñïå÷åíèþ/

Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö

ed2k: ed2k stats

Ãîä èçäàíèÿ: 2004

Êîëè÷åñòâî ñòðàíèö: 544

Äîáàâëåíà â êàòàëîã: 30.11.2013

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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Ïðåäìåòíûé óêàçàòåëü
D3DCREATE_MIXED_VERTEXPROCESSING flag      23
D3DCREATE_MULTITHREADED flag      23
D3DCREATE_SOFTWARE_VERTEXPROCESSING flag      23
D3DDEVTYPE_HAL value      23
D3DDEVTYPE_REF value      23
D3DDEVTYPE_SW value      23
D3DFMT_A1R5G5B5 flag      20
D3DFMT_A2R10G10B10 flag      20
D3DFMT_A8R8G8B8 flag      20
D3DFMT_R5G6B5 flag      20
D3DFMT_X1R5G5B5 flag      20
D3DFMT_X8R8G8B8 flag      20
D3DLIGHT      9 168
D3DMATERIAL9      128—129
D3DPOOL_DEFAULT memory class      379
D3DPOOL_MANAGED memory class      379
D3DXCreateTextureFromFile()      127
D3DXLoadMeshFromX()      129 135—136
D3DXMatrixLookAtLH()      103 119 405
D3DXMatrixPerspectiveFovLH()      104
D3DXMatrixTranslation()      162
D3DXVECTOR2      69
D3DXVECTOR3      69 168
D3DXVECTOR4      69
d3d_app class      29—30
d3d_app class and Direct3D lighting      166
d3d_app class, adding game class      372—374
d3d_app class, initializing DirectInput      391 393—394
d3d_app class, public member functions      30
d3d_app class, restoring lost device objects      380
d3d_app class, setting transformation matrices      375 377
d3d_app class, simplifying program initialization      368—371
d3d_app object      120
d3d_init_params      165 368 370—371
d3d_mesh class      132—144
d3d_mesh class, Load()      133—136 141 160
d3d_mesh class, loading meshes      133—136
d3d_mesh class, overview      132—133
d3d_mesh class, reference counting in      138—144
d3d_mesh class, Render()      136—137 163 171
d3d_mesh class, rendering meshes      136—137
d3d_mesh object      138 225 252
d3d_point_mase object      162—163 167 175
d3d_point_mass class      158—160 171 177 191—192
d3d_point_mass class, Force()      161
d3d_point_mass class, modifying      191—192
d3d_point_mass class, Render()      162 171 199
d3d_point_mass class, Updated()      161 170 196
D3D_POOL_SYSTEMMEM memory class      379
d3d_rigid body object, initializing      226—228
d3d_rigid body object, rendering      232—234
d3d_rigid body object, updating      228—232
d3d_rigid_body class      223—226 246
D3D_SDK_VERSION      18
Dampened harmonic motion      302—303
dampening      311 315 331
Dds extension      127
Deceleration forces      422
DefWindowProc()      493
Delete[] pMaterials      131
derivatives      8
derived class      477
destructor      141
Determinant()      80
Determinants      79—80
DeviceType Parameter      23
DIDEVICEOBIECTDATA      398—399
Differentiation      152
Diffuse color      128 130
Diffuse lighting      164
DIGDD_PEEK      399
Dimensional analysis      49
Dinput8.lib library      389
Direct3D      13 see
Direct3D, lighting functionality      226
Direct3D, vectors in      69—70
Direct3DCreate9()      18
DirectInput      13—14 388—400
DirectInput, closing down      400
DirectInput, initializing      389—400
DirectInput, overview      388—389
DirectInput8Create()      390 393
DirectInputDevice()      393
DirectIuputParams member      394
DirectMusic      14
DirectPlay      14
DirectShow      14
DirectSound      14
DirectX      11—39
DirectX, AppWizard      15
DirectX, architecture of      13
DirectX, camera movement in      401—405
DirectX, COM objects      14—15
DirectX, commands      12
DirectX, high-level APIs      13—14
DirectX, initializing      16—26
DirectX, initializing Direct3D with DirectX AppWizard      26—28
DirectX, initializing Direct3D with physics modeling framework      29—39
DirectX, initializing Direct3D with physics modeling framework, cleaning up      38—39
DirectX, initializing Direct3D with physics modeling framework, Direct3D application class      29—31
DirectX, initializing Direct3D with physics modeling framework, game initialization      37
DirectX, initializing Direct3D with physics modeling framework, handling messages and user input      37—38
DirectX, initializing Direct3D with physics modeling framework, overview      29
DirectX, initializing Direct3D with physics modeling framework, updating and rendering frames      38
DirectX, initializing Direct3D with physics modeling framework, WinMain() and AppMain()      31—34
DirectX, initializing, creating device      22—26
DirectX, initializing, display modes      19—20
DirectX, initializing, initializing Direct3D      17—18
DirectX, initializing, overview      16—17
DirectX, initializing, surfaces and page flipping      21—22
DirectX, libraries      9
DirectX, library files      17 98
DirectX, low-level APIs      12—13
DirectX, overview      11—12
Direct_input_init_params      391
Displacement vector      190
Distance      46 177
Distributive dot product      60
DLLs (dynamic link libraries)      16
Dogfights      450—451
Doom-type games      177
Dot product      60—62
Dot product of distance      184
Dot product of force      184
Dot product, functions      61
Drag      341 352—353
Drag, aircraft      449
Drag, coefficient      352 416 449
Drag, viscous      429
drawPrimitive()      104 122
DrawSubset()      137
Drive wheel force      409 421
DwOfs member      399
DWORD      129
Dynamic friction      340—341 408—409 412 415
dynamic link libraries (DLLs)      16
Elastic collisions      185—186
Elasticity()      382
elevators      446
Ellipsoid estimation methods      428
Emissive color      128
EnableAutoDepthStencil      25
Encepsulation      473
EndScene()      38
Energy      184—185
Energy, conservation of      185
Energy, kinetic      185 453
Energy, potential      452—453 454
English/metric conversion      47
EnumDevices()      390
Enumerated types      483—484
EnumObjects()      390
Equilateral triangle      425
Error handling warning      143
ERROR_ALREADY_EXISTS value      486
Escape velocity      455 457
Euclidean geometry      41
event handlers      12
Exceptions      481—482
Expansion point      94
Extra dampening      311
Extracting textures and materials      129—131
EyePoint variable      404
FAILED macro      18
Feynman, Richard      150
Fictional force      207
Flags      25
flaps      446
Flexible vertex format      99—100
Flight simulators      433—444
Flight simulators, implementing      435—444
Flight simulators, overview      433—435
Floating-point errors      258
for loops      326 329 399
force      153—155 227—228
Force class      227—228 274
Force object      228
Force of buoyancy      427
Force of gravity      427
Force of waves      431—432
force()      161 228
Force, centripetal      413—414 452—454
Force, deceleration      422
Force, differentiating between impulse and constant forces      272—295
Force, drive wheel      409 421
Force, English/metric conversions      47
Force, equation for      154
Force, impulse force      241—246 258—259 315
Force, linear      242
Force, longitudinal      346—347
Force, tangential      210 452
Force, transverse      346—347
Force, turning      413
ForceApplied      170 196 264—265
FrameFns.cpp      39
Frames, rendering      104—105 199
Frames, updating      102—104 194—196
Friction, drag caused by      341 352—353
Friction, dynamic      340—341 408—409 412 415
Friction, kinetic      409
Friction, overview      5—6
Friction, static      339—341 408—409 414—415
friend functions      31 59
Front buffer      20
Frustum viewing      115
FullScreen_RefreshRateInHz      25
Functions      471—474
Fuselage      445
g vector      269 294
Galileo      153—154
Game class      371—375 379
Game object      373
Game()      373
GameCleanup()      38 379 400
GameInit()      18
GameInitialization()      37 249 294
GameInitialization(), adding buoyancy to rigid bodies      361
GameInitialization(), colliding bowling balls      194
GameInitialization(), initializing d3d_point_mass object      167—168
GameInitialization(), initializing d3d_rigid_body object      226—228
GameInitialization(), initializing DirectInput      394—395
GameInitialization(), rendering d3d_rigid_body object      233
GameInitialization(), rendering frames      104
GameInitialization(), spinning pyramid      119
GameInitialization(), spinning triangle      100—102 117
Gauss — Jordan elimination method      82
GDI (Graphics Display Interface)      12
GetAdapterDisplayMode()      19
GetBufferPointer()      129
GetDesktopWindow()      490
GetDeviceDeta()      396 398—399
GetDeviceState()      396
GetLastError()      486
GetModuleHandle()      488
GetSystemMetrics()      490
GetTransform()      163
Ghost redlation      461
Global variables      18
Globally Unique Identifier (GUID)      14
Graphics Display Interface (GDI)      12
Graphics libraries      4 246
Gravity      301—302 414 421 452
Gravity, and collisions of rigid bodies      267—269
Gravity, center of      426—427
Gravity, overview      6
Ground class      281—282
Ground Effect Vehicles (GEVs)      see "Hovercrafts and antigravity vehicles"
Ground object      281 294
GroundMesh      282
GUID (Globally Unique IDentifier)      14
GUIDEN.EXE      14
Hair and ponytads      297—299
HAL (Hardware Abstraction Layer)      12
HandleCollisiont()      196—198
HandleMessage()      38 399
HandleOverlapping()      250 265 296
Hardware Abstraction Layer (HAL)      12
Hardware Emulation Layer (HEL)      12
Hardware instructions      13
Hardware vertex processing      26 264
Harmonic motion      300—303
HCursor member      488
HDeviceWindow      25
HEL (Hardware Emulation Layer)      12
Helper functions      118
Hlcon member      488
Hooke's law      302
Horizontal valocity      270—271
Horsepower      407
Hovercrafts and antigravity vehicles      421—423
Hovercrafts and antigravity vehicles, air resistance      423
Hovercrafts and antigravity vehicles, how they work      421—422
Hovercrafts and antigravity vehicles, turning      423
HRESULT      18
Hull volume      424—426
HWnd variable      489
Hydro Thunder (game)      7
Hydrogen      451
Hyperspace      461
ID3DXBuffer      129
Identity matrix      72 80
Identity()      72
IDirect3D9, CreateDevice()      22 25
IDirect3D9, GetAdapterDisplayMode()      19
IDirect3D9, interface      22
IDirect3DDevice9, interface      22
IDirect3DDevice9, SetMaterial()      128
IDirect3DDevice9, SetTexture()      127—128
IDirectInput8 interface      393—394
If statainant      315
Immediate input      389 396
Immersible_rigid_body class      350—353 357
Immersible_rigid_body object      350 356—357 362
Impulse force      241—246 258—259 272—295 315
Impulse()      357
ImpulseForce()      353
ImpulseForceChanged      353
Index_pair type      318
Inelastic collisions      186—187
Inertia      153—154 414
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