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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:
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
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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