Àâòîðèçàöèÿ 
		         
		        
					
 
		          
		        
			          
		        
			        Ïîèñê ïî óêàçàòåëÿì 
		         
		        
			        
					 
		          
		        
			          
			
			         
       		 
			          
                
                    
                        
                     
                  
		
			          
		        
			          
		
            
	     
	    
	    
            
		
                    Bourg D. — Physics for Game Developers 
                  
                
                    
                        
                            
                                
                                    Îáñóäèòå êíèãó íà íàó÷íîì ôîðóìå    Íàøëè îïå÷àòêó? 
 
                                
                                    Íàçâàíèå:   Physics for Game DevelopersÀâòîð:   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:  2001Êîëè÷åñòâî ñòðàíèö:  350Äîáàâëåíà â êàòàëîã:  20.02.2014Îïåðàöèè:  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 
                            
                     
                  
			Ðåêëàìà