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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
Inertia, moment of      209—212
Inertia, products of      220
Inertia, rotational      227 249 361
Infinite improbability drives      461—462
inheritance      477—450
InitApp()      36 165—166 368 370—371 391
InitD3D()      35—36 122 164 368 371
InitDirectInput()      391 393—394 396
Initial position      346—347
InitialForwardDirection      436 439
InitialUpDirection      436
inline keyword      56
Inner product      see "Dot product"
Input      389 396
Instantaneous acceleration      153
int type      474
InvalidateDeviceObjects()      379—380
Inverse matrix      81 110
Inverse transformation      109
Invisible_point_mass class      310 332
Invisible_point_mass object      312 319
Ion drives      457
IsDisplaced()      312 314—315
IsImmovable data member      305—307
IsInumersed()      357
Kilo (k) metric system prefix      48
Kinematic equation      155
Kinematics, 1D      148—153
Kinematics, 1D, acceleration      153
Kinematics, 1D, overview      148—149
Kinematics, 1D, velocity      149—152
Kinematics, 2-D and 3-D      155—158
kinetic energy      185 453
Kinetic friction      409
Lateral control      446—447
Law of motion      154
Left-hand operator      59
Left-handed coordinate systems      45 110 113
Legend of Zelda (game)      6
LEM (Luner Excursion Module)      456
Length, English/metric conversions      47
Lift end gravity, aircraft      447—448
Lighting cepabilities      163 226
Linear collision equations      190
Linear collision response (rigid bodies)      241—246
Linear dampening coefficient      325 329 331
Linear dynamics      161
Linear force      242
Linear velocity      157 295
LM (Lunar Module)      456
load()      133—136 141 160
Loading meshes      129—131 133—136
LoadMesh()      160 308 383
Location vector      282
Longitudinal force      346—347
Look at vector      118
LookatPoint variable      404
Lost device objects, restoring      379—380
LPDIRECT3DDEVICE9, SetMaterial()      137
LPDIRECT3DDEVICE9, SetTexture()      137
LPDIRECT3DDEVICE9, SetTransform()      118
LpszMenuName member      488
Lunar Excursion Module (LEM)      456
Luner landers      456
Magnitude      175
main()      475
Mass      154 see
Mass end spring systems      297—332
Mass end spring systems, dampened harmonic motion      302—303
Mass end spring systems, harmonic motion      300—302
Mass end spring systems, Hooke's law      302
Mass end spring systems, implementing cloth      303—332
Mass end spring systems, implementing cloth, cloth class      316—319
Mass end spring systems, implementing cloth, enhancements      332
Mass end spring systems, implementing cloth, initializing piece of cloth      319—326
Mass end spring systems, implementing cloth, overview      303
Mass end spring systems, implementing cloth, simulating springs      310—315
Mass end spring systems, implementing cloth, tuning cloth      331
Mass end spring systems, implementing cloth, updating and rendering piece of cloth      326—331
Mass end spring systems, implementing cloth, upgrading point masses      303—310
Mass end spring systems, overview      297
Mass end spring systems, use of springs      297—300
Mass end spring systems, use of springs, cloth      299—300
Mass end spring systems, use of springs, hair and ponytails      297—299
Mass()      353 357
Mass, base and derived units      46
Mass, center of      202—204 386—388
Mass, English/metric conversions      47
Mass, of ships and boats      427—429
Mass, virtual, coefficient of      428—429
Materials buffer      129
Math library      246
Mathematical tools for physics end 3-D programming      41—84 see "Vectors"
Mathematical tools for physics end 3-D programming, 2-D coordinate systems      43—44
Mathematical tools for physics end 3-D programming, 3-D and 4-D coordinate systems      44—46
Mathematical tools for physics end 3-D programming, overview      41
Mathematical tools for physics end 3-D programming, triangles, geometry of      41—43
Mathematical tools for physics end 3-D programming, units      46—49
Matrices      70—84
Matrices, 2-D rotation      420
Matrices, 3-D rotation      420
Matrices, addition and subtraction      73
Matrices, components of, multiplied by vector components      219
Matrices, determinants      79—80
Matrices, identity matrix      72
Matrices, inverse functions      82—83
Matrices, inversion of      80—84
Matrices, matrix multiplication      74—78
Matrices, multiplication and division by scalars      73—74
Matrices, multiplying by other matrices      77—78
Matrices, multiplying/dividing by scalers      74
Matrices, orthogonal      91
Matrices, overview      8 70—72
Matrices, rotation      221—223
Matrices, transposing      79
Matrices, world matrices      103 162
Matrix2x2      70—71
Matrix3x3      70—71
Matrix4x4      70 439
Mega (M) metric system prefix      48
memset()      370
Mesh class      246—247 380
Mesh data member      305 332
Mesh object      232
Mesh warping      303 319 332
MeshData      135 143
Meshes end X files      125—144
Meshes end X files, cleaning up meshes      131
Meshes end X files, d3d_mesh class      132—144
Meshes end X files, d3d_mesh class, loading meshes      133—136
Meshes end X files, d3d_mesh class, overview      132—133
Meshes end X files, d3d_mesh class, reference counting in      138—144
Meshes end X files, d3d_mesh class, rendering meshes      136—137
Meshes end X files, extracting textures and materials      129—131
Meshes end X files, loading meshes      129—131 133—136
Meshes end X files, materials      128
Meshes end X files, overview      125—126
Meshes end X files, rendering meshes      131 136—137
Meshes end X files, textures      126—128
Meshes end X files, textures, creating from files      127
Meshes end X files, textures, overview      126—127
Meshes end X files, textures, setting      127—128
MeshFileName parameter      129
MeshOrigin data member      387
Mesh_data class      133 140—141
Mesh_data object      138—144
Message member      492
Message processing loop      491
MessageBox()      486
Metacenter      426—427
METHODS      14
Metric/English conversion      47
Micro($\mu$) metric system prefix      48
Milli(m) metric system prefix      48
MKS system      46 48
Model coordinates      113
Moment of inertia      209—214 219—220
Momentum, conservation of      182—183
Momentum, formula for      182
Motion, law of      154
Movement      5
msg structure      492
MsgProc()      37—38
Multiple texturing      128
Multiplication end division of by scalars      57—60
MultiSampleQuality      24
MultiSampleType      24
Mutex      486
Namespace statement      476
Namespaces      476
Nano(n) metric system prefix      48
Newton's second law      182 184
Newtonian mechanics      154
No-arg constructor      478
Norm      51 61—62 185 314—315
norm()      176
Normalize functions      65—66
normalize()      198
NormSquared()      176—177
Nuclear plasma drives      458—459
NumMaterials      130
Object interface      16
Octrees      241
OnAppLoad()      33—34 164—165 226 390
Open Audio Library (OpenAL)      12
Open Graphics Library (OpenGL)      12
Optimization with spatial pertitioning      179—181
Orbit, getting into      452—454
Orbit, staying in      454—455
Oriented bounding boxes      240—241
Origin of mesh      386—388
orthogonal matrices      91
Orthogonal vectors      62
Orthogonality condition      223
Overwriting buffer      22
Oxygen      451
Parabolic path      202—203 270—272
Parallel axis theorem, 2-D rigid bodies      212—214
Parallel axis theorem, 3-D rigid bodies      220
parameter list      472
parent classes      477 479
Particle locations      326
Particle-spring systems      326
Particles, dynamics of      147—172
Particles, dynamics of, 1-D kinematics      148—153
Particles, dynamics of, 1-D kinematics, acceleration      153
Particles, dynamics of, 1-D kinematics, overview      148—149
Particles, dynamics of, 1-D kinematics, velocity      149—152
Particles, dynamics of, 2-D and 3-D kinematics      155—158
Particles, dynamics of, forces      153—155
Particles, dynamics of, overview      147
Particles, dynamics of, point masses, modeling      158—171
Particles, dynamics of, point masses, modeling, d3d_point_mass class      158—163
Particles, dynamics of, point masses, modeling, overview      158
Particles, dynamics of, point particles      147—148
PartideBounce.cpp      192 196
Partitioning, spatial      180
Passive trensformations      86—87
Payload      452
PeekMessage()      492
Pendulum      300—301
Phosphors note      20
Physics in games      3—9
Physics in games, how much you need to know      4—8
Physics in games, overview      3
Physics library      246—247
Physics modeling framework, redesigning      367—388
Physics modeling framework, redesigning, adding game class      371—375
Physics modeling framework, redesigning, center of mass and origin of the mesh      386—388
Physics modeling framework, redesigning, overview      367
Physics modeling framework, redesigning, redefining rigid bodies using point masses      380—386
Physics modeling framework, redesigning, restoring lost device objects      379—380
Physics modeling framework, redesigning, setting transformation matrices      375—379
Physics modeling framework, redesigning, simplifying program initialization      367—371
Pioa(p) metric system prefix      48
Pipeline rendering      116
Pitch      434
pixels      126
Plug n'Chug      68—69
PMaterialBuffer      131
PMaterials array      130
PMBasicFlyer.cpp file      437
PMD3DApp.cpp      97—98
PMD3DApp.cpp file      368 371 393
PMD3DApp.h      97—98
PMD3DApp.h file      368
PMESH      131
PMFramework.h file      373
Pmlib_error object      481—482
Point class      474 478
Point masses in games      171—172
Point masses, modeling      158—171
Point masses, restoring rigid bodies using      380—386
Point masses, upgrading      303—310
Point of contact      242—243
Point particles      147—148 202 212 see
Point particles of 2-D rigid body      205—209
Point variable      475 479
Point()      474
PointMassTest.cpp      165 167
Point_3d class      478—479
Point_3d variable      479
Point_mass class      304—305 308—309 332 380 383 386—388
Point_mass object      310 312 318—319 325 386
Point_mass_base class      305—306 308 310 312 380 382
Position vector      51
PostD3DInitialization()      34 37
potential energy      452—453 454
PPresentationParameters parameter      23
PpReturnedDeviceInterface      24
PreD3DInitialization()      34
Presentation Interval      25
Pressure, coefficient of      429—430
Pressure, English/metric conversions      47
Principal axes      220
Private data members      159
private keyword      483
Processing power      171
ProcessInput()      398—399 404—405 444
Products of inertia      220
Programming      see also "C++ programming" "Windows
Programming, how much you need to know      9
Projected velocities      190
Projectile motion, modeling      272—296
Projectile motion, modeling, differentiating between impulse and constant forces      272—295
Projectile motion, modeling, overview      272
Projectile motion, modeling, rolling      295—296
Projectile trajectories      269—272
Projection      66—69
Projection transformations      116
Projection, bouncing off wall example      66—68
Projection, overview      66
Projection, Plug n'Chug      68—69
ProjectionMatrix()      378—379
ProjectionMatrixDirty member      377—378
Propulsor      446
prototypes      54 474
PTextures array      130
Public in line member function      140
public keyword      483
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