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Bourg D. — Physics for Game Developers
Bourg D. — Physics for Game Developers



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Íàçâàíèå: Physics for Game Developers

Àâòîð: Bourg D.

Àííîòàöèÿ:

It seems to me that when you're confronted with a book title like Physics for Game Developers, you see an undercurrent of "rocks for jocks" in that. It implies that this is physics for folks who never glommed onto physics. As someone who never got above a C in any science class after Biology I in tenth grade, then, it would seem to be right up my alley. Not so. The first five chapters of the book will kill you if you're not familiar with various forms of scientific notation. (Know your Greek letters!) It doesn't help that Bourg has overloaded a few common operators for his own means (for example, he uses * for dot product and ^ for conjunction, when coders will be used to seeing those to symbols used for multiplication and exponentiation respectively). That said, however, once you get past the first five "refresher" chapters, the book picks up a good deal. There's code! And once Bourg is describing what code does, rather than attempting to impart more abstract (well, okay, "abstract" is not the right word, but hopefully you know what I'm getting at), his language becomes a great deal clearer, at least to those of us who think in code rather than physics. Worth picking up if you're in the market for this sort of book, but you might want to pick up a copy of Physics for Dummies to help you through the first part. ***


ßçûê: en

Ðóáðèêà: Computer science/

Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö

ed2k: ed2k stats

Ãîä èçäàíèÿ: 2001

Êîëè÷åñòâî ñòðàíèö: 350

Äîáàâëåíà â êàòàëîã: 20.02.2014

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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Ïðåäìåòíûé óêàçàòåëü
* operator in matrix operations, matrix multiplication      301
* operator in matrix operations, scalar multiplication      301
* operator in matrix operations, vector multiplication      302
* operator in quaternion operations, quaternion multiplicadon      307
* operator in quaternion operations, scalar multiplication      307—308
* operator in quaternion operations, vector multiplication      308
* operator in vector operations, scalar multiplication      293
* operator in vector operations, vector dot product      292—293
*= operator in matrix operations      299
*= operator in quaternion operations      305
*= operator in vector operations      290
+ operator in matrix operations      300
+ operator in quaternion operations      306
+ operator in vector operations      291
+= operator in matrix operations      298
+= operator in quaternion operations      304—305
+= operator in vector operations      289
- operator in matrix operations      300
- operator in quaternion operations      307
- operator in vector operations, conjugate      290—291
- operator in vector operations, vector substraction      291
-= operator in matrix operations      299
-= operator in quaternion operations      305
-= operator in vector operations      289—290
/= operator in matrix operations      299
/= operator in quaternion operations      306
/= operator in vector operations      290
/operator in matrix operations      300
/operator in quaternion operations      308
/operator in vector operations      294
2D particle kinematics      31—33
2D particle kinetics      70—75
2D rigid body simulator      184—204
2D rigid body simulator, flight controls      194—198
2D rigid body simulator, flight controls, bow thrusters      195—196
2D rigid body simulator, flight controls, propeller      195
2D rigid body simulator, integration      191—194
2D rigid body simulator, main elements of      184
2D rigid body simulator, model      185—191
2D rigid body simulator, model, calculation of forces on vehicle      188—191
2D rigid body simulator, model, define vehicle structure      185—186
2D rigid body simulator, model, initialization      186—188
2D rigid body simulator, rendering      198—204
3D particle kinematics      33—43
3D particle kinematics, vectors      37
3D particle kinematics, x-components      34—36
3D particle kinematics, y-components      36
3D particle kinematics, z-components      37
3D particle kinetics      75—82
3D particle kinetics, x-components      77—78
3D particle kinetics, y-compotients      78
3D particle kinetics, z-components      78—79
3D rigid body simulator      230—248
3D rigid body simulator, flight controls      238—242
3D rigid body simulator, integration      235—238
3D rigid body simulator, model      231—235
3D rigid body simulator, rendering      242—248
3D, multiple bodies in      249—270
Acceleration vector, in law of motion      16
Acceleration, angular      4 50—56
Acceleration, centripetal      52—53
Acceleration, concepts      27—28
Acceleration, constant      28—30
Acceleration, equations for      72—73
Acceleration, linear, units and symbol for      4
Acceleration, nonconstant      30—31
Acceleration, relative      55—56
Acceleration, tangential      52—53
Acceleration, velocity and      25—28
Aerodynamic drag      165—167
Aerodynamic drag in cars      168
Aerodynamic drag, components of      165
Aerodynamic drag, induced      165—166
Aerodynamic drag, momentum      166
Aerodynamic drag, viscous      165
Aerodynamic drag, wetted      166—167
Aerostatic lift      163
Ailerons, in aircraft      131
Aircraft      121—145
Aircraft, airfoil      123
Aircraft, angle of attack      123
Aircraft, chord line      123
Aircraft, control      130—131
Aircraft, control, ailerons      131
Aircraft, control, elevators      131
Aircraft, control, flaps      130—131
Aircraft, control, rudders      131
Aircraft, fluid dynamic drag      125 128
Aircraft, forces on      121—122
Aircraft, geometry of      122—124
Aircraft, lift      124—125
Aircraft, mean camber line      123
Aircraft, modeling      132—145 231—235
Aircraft, modeling, fluid dynamic drag      133—134
Aircraft, modeling, lift      133—134
Aircraft, modeling, sample code      135—143
Aircraft, modeling, sample program      134
Aircraft, modeling, steps in      132
Aircraft, parts of      122 123
Aircraft, pitch axis      124
Aircraft, roll axis      124
Aircraft, thrust      129 143
Aircraft, yaw axis      124
Airfoil      123
Airfoil, moving through air      124—125
Airfoil, stalled      128 129
Angle of attack      123
Angle of attack in lift and drag      126—127
Angle of attack, critical      128
Angle of attack, stalls and      128 129
Angular acceleration      50—56 83
Angular impulse      88
Angular impulse in collisions      96—98
Angular momentum in law of motion      17
Angular momentum, equation      19—20
Angular motion in rigid body kinetics      82—85
Angular motion, defined      5
Angular velocity      50—56 86
Aspect ratio      123
Banking, in cars      171
Baseball as collision example      93—95
Baseball as Magnus effect example      116
Bernoulli's equation      107 125
Billiard ball game, as collision example      91—93
Boat      see "Ships"
Boundary layer, in fluid dynamic drag      108
Buoyancy force      62—64 71
Buoyancy force in ship flotation      147—148
Cannon ball game, fluid dynamic drag example      111—112
CARS      168—171
Cars, power      169—170
Cars, resistance      168—169
Cars, roadway banking      171
Cars, stopping distance      170
Cartesian coordinate system      4 49—50
Center of gravity in ship flotation      147—148 see
centripetal acceleration      52—53
Centripetal acceleration, equation for      54
Centripetal force, in car banking      171
Cloth simularion      271—284
Coefficient of restitution      90
Collision detection      87 205—206
Collision response      87
Collision response in particle systems      282—283
Collision response, angular effects      211—222
Collision response, angular effects, check for collision      211—221
Collision response, angular effects, collision impulse      221—222
Collision response, angular effects, penetration      215 221
Collision response, angular effects, vertex lists      216
Collision response, angular effects, vertex-edge      214—215 218—221
Collision response, angular effects, vertex-vertex      213—214 216—218
Collision response, defined      205
Collision response, implementing      205—222
Collision response, in 3D multiple body simulation      266—269
Collision response, linear      206—211
Collision response, linear, check for collision      207
Collision response, linear, collision impulse      209—210
Collision response, linear, determination of collision      206—208
Collisions      87—100
Collisions of particles      95—96
Collisions of rigid bodies      96—98
Collisions, angular impulse in      96—98
Collisions, ball and bat example      93—95
Collisions, billiard ball example      91—93
Collisions, friction and      98—100
Collisions, golf example      98—100
Collisions, impact      89—95
Collisions, impulse-momentum principle      88—89
Collisions, line of action of      90
Collisions, linear impulse in      95—96 209—210
Collisions, types of, inelastic      90
Collisions, types of, penetration      206—207 212
Collisions, types of, plastic      90
Collisions, types of, vertex-edge      211—212
Collisions, types of, vertex-vertex      211—212
Conjugate in quaternion operations      306
Conjugate in vector operations      290—291
Conjugate in vector operations class      290—291
Constant acceleration      28—30
Conversion functions, in quaternion operations      312
Coordinate system      4—5
Coordinate system, right-handed Cartesian      4 49—50
Dampers, defined      64
Dampers, equation for      64—65
Dampers, uses for      64
Density, units and symbol for      4
Determinant, in matrix operations      296—297
Dihedral angle      138
Displacement in angular velocity and acceleration      50
Displacement vs. distance traveled      27
Displacement, concepts      27
Displacement, ships and      146
Distance traveled vs. displacement      27
Distance traveled, equations for      72—73
Distance, skidding      170
Distance, stopping      170
Drag      see "Aerodynamic drag" "Fluid
Drag coefficient      61 111 130
Elevators, in aircraft      131
Equations of motion      69
Equations of motion for two-dimensional kinetics      83
Equations of motion in real-time simulations      173—174
Error of order      175
Error, Euler      176 177
Error, truncation      175
Euler's angles, in banking of cars      171
Euler's method in 3D rigid body simulation      235—236
Euler's method in real-time simulations      174—180
Euler's method in real-time simulations, Euler error      176 177
Euler's method in real-time simulations, integration comparison      176
Euler's method in real-time simulations, integration step      175
Euler's method in real-time simulations, sample code      178—180
Euler's method with multiple bodies in 3D      264—265
Euler's method, explosion      43—48
Euler's method, explosion, sample code      45—48
Euler's method, explosion, sample program      44—45
Euler's method, improved, for real-time simulations      180—183
Euler's method, improved, Hovercraft example      191—192
Flight controls, 2D rigid body simulator      194—198
Flight controls, 3D rigid body simulator      238—242
Flotation, in ships      147—149
Fluid dynamic drag      60—61
Fluid dynamic drag around a sphere      107—109
Fluid dynamic drag in aircraft      125 128
Fluid dynamic drag in projectiles      106—114
Fluid dynamic drag of spinning sphere      114—118
Fluid dynamic drag, boundary layer      108
Fluid dynamic drag, cannon ball example      111—112
Fluid dynamic drag, drag coefficient      61 111
Fluid dynamic drag, fast-moving      61
Fluid dynamic drag, Reynold's number      109—110
Fluid dynamic drag, separation point in      108—109
Fluid dynamic drag, slow-moving      61
Fluid dynamic drag, turbulent wake      108—109
Force(s)      57—68
Force(s) on aircraft in flight      121—122
Force(s), buoyancy and      62—64
Force(s), concepts      57—58
Force(s), contact      57
Force(s), defined      65
Force(s), field      57 58—59
Force(s), fluid dynamic drag      60—61
Force(s), friction      59—60
Force(s), impulse      88
Force(s), pressure and      62
Force(s), springs and dampers      64—65
Force(s), torque and      65—68
Force(s), units and symbol for      4
Force-at-a-distance      57
Friction      59—60
Friction drag, on body through fluid      3
Friction, calculation of      59—60
Friction, coefficients of, for common surfaces      60
Friction, collisions and      98—100
GetScalar, in quaternion operations      304
GetVector, in quaternion operations      304
Golf as collision example      98—100
Golf as Magnus effect example      116
Hamilton, William      227
Hook's law      64
Horsepower, in cars      169—170
Hovercraft      163—167
Hovercraft over water      165—167
Hovercraft, 2D rigid body simulation      184—204
Hovercraft, aerodynamic drag      163—167
Hovercraft, aerodynamic drag, components of      165
Hovercraft, aerodynamic drag, induced      165—166
Hovercraft, aerodynamic drag, momentum      166
Hovercraft, aerodynamic drag, viscous      165
Hovercraft, aerodynamic drag, wetted      166—167
Hovercraft, concepts      163—165
Hovercraft, concepts, aerostatic lift      163—165
Hovercraft, concepts, skirts for      164
Hovercraft, linear collision response in      206—211
Hovercraft, resistance      165—167
Impact of collision      89—95 91
Impulse, angular      88
Impulse, collision, angular      96—98 221—222
Impulse, collision, linear      95—96 209—210
Impulse, force      88
Impulse, linear      88
Impulse, torque      88
Impulse-momentum principle      88—89
Inelastic collisions      90
Inertia tensors      19—24
Inertia tensors, angular momentum equation      19—20
Inertia tensors, products of inertia      20—21
Inertia tensors, sample code      23—24
Inertia tensors, symmetry      22
Inertia tensors, transfer of axes      21
Inertia, products of      20—21
Instantaneous velocity      27
Instantaneous velocity, calculation for      28—29
Inverse, in matrix operations      297—298
Kinematic viscosity units and symbol for      4
Kinematics      25—56
Kinematics, 2D particle      31—33
Kinematics, 3D particle      33—43
Kinematics, angular velocity and acceleration      50—56
Kinematics, constant acceleration      28—30
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