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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
Kinematics, local coordinate axes 49—50
Kinematics, nonconstant acceleration 30—31
Kinematics, particle explosion 43—48
Kinematics, rigid body 49
Kinematics, velocity and acceleration 25—28
Kinetic energy, collision impact and 89
Kinetic energy, concepts 89
Kinetics 69—86
Kinetics, 2D particle 70—75
Kinetics, 3D particle 75—82
Kinetics, problem solving guidelines 70
Kinetics, rigid body 82—86
Kutta — Joukouiski theorem 115 125
Length, units and symbol for 4
Lift force 114—118
Lift force, equation for 116
Lift force, in aircraft 124—125
Linear acceleration 4
Linear collision response, simulation 206—211
Linear collision response, simulation, check for collision 207
Linear collision response, simulation, collision impulse 209—210
Linear collision response, simulation, determination of collision 206—208
Linear impulse 88
Linear impulse in collisions 95—96 209—210
Linear momentum, in law of motion 16
Linear motion, defined 5
Linear velocity 4
Magnitude in quaternion operations 304
Magnitude in vector operations 286—287
Magnus effect 114—119
MakeEulerAnglesFromQ, in quaternion operations 311—312
MakeQFromEulerAngles, in quaternion operations 309—310
Mass moment of inertia, 2D example 13—15
Mass moment of inertia, calculation of 8—11
Mass moment of inertia, defined 6
Mass moment of inertia, units and symbol for 4
Mass properties 5—14
Mass, 2D example 12—13
Mass, calculation of 6—8
Mass, defined 6
Mass, units and symbol for 4
Mass, variable, projectiles of 118—120
Mass, virtual, of a ship 161—162
Matrix addition 298—300
Matrix functions and operators 300—302
Matrix multiplication 301
Matrix operations 295—302
Matrix operations, matrix functions and operators 300—302
Matrix operations, matrix functions and operators, matrix addition 300
Matrix operations, matrix functions and operators, matrix multiplication 301
Matrix operations, matrix functions and operators, matrix substraction 300
Matrix operations, matrix functions and operators, scalar division 300
Matrix operations, matrix functions and operators, scalar multiplication 301
Matrix operations, matrix functions and operators, vector multiplication 302
Matrix operations, matrix3x3 class 224 295—299
Matrix operations, matrix3x3 class, determinant 296—297
Matrix operations, matrix3x3 class, inverse 297—298
Matrix operations, matrix3x3 class, matrix addition 298—299
Matrix operations, matrix3x3 class, matrix subtraction 299
Matrix operations, matrix3x3 class, scalar division 299
Matrix operations, matrix3x3 class, scalar multiplication 299
Matrix operations, matrix3x3 class, transpose 297
Matrix subtraction 299—300
Matrix3x3 class 224 295—299
Measures and units 2—4
Metacenter, in ship flotation 148
Model(s) of multiple bodies in 3D 250—264
Model(s) of particle systems 272—281
Model(s), 2D rigid body simulation 185—191
Model(s), 3D rigid body simulation 231—235
Model(s), aircraft flight 132—145 231—235
Modeling, aircraft flight 132—145 231—235
Modeling, aircraft flight, fluid dynamic drag 133—134
Modeling, aircraft flight, lift 133—134
Modeling, aircraft flight, sample code 135—143
Modeling, aircraft flight, sample program 134
Modeling, aircraft flight, steps in 132
Modeling, steps in 132
moment see "Torque"
Multiple bodies in 3D, simulation 249—270
Multiple bodies in 3D, simulation, collision response 266—269
Multiple bodies in 3D, simulation, integration 264—265
Multiple bodies in 3D, simulation, model 250—264
Multiple bodies in 3D, simulation, model, contact 258—264
Multiple bodies in 3D, simulation, model, forces and moments 256—258
Multiple bodies in 3D, simulation, model, initialization 250—256
Multiple bodies in 3D, simulation, steps in 249
Multiple bodies in 3D, simulation, tuning of 269—270
Newton's Law of conservation of momentum 89
Newton's law of gravitation 58—59
Newton's Law, first 1
Newton's Law, second (motion) 1—2 15—19 69
Newton's Law, third 1
Nonconstant acceleration 30—31
Normalize, in vector operations 287—288
Parallelepiped, volume of 151—152
Particle explosion, kinematic 43—48 see
Particle systems 271—284
Particle systems, collision response 282—283
Particle systems, integradon 281—282
Particle systems, model 272—281
Particle systems, model, initialization 274—281
Particle systems, model, particle-spring system 272—274
Particle systems, tuning 283—284
Particles, collisions between 95—96
Particles, concepts 25
Penalty methods 88
Pitch angles 124 223
Plastic collisions 90
Plenum chamber 163
Pressure, force and 62
Pressure, units and symbol for 4
Products of inertia 20—21
Projectiles 101—120
Projectiles, characteristics of 102
Projectiles, drag and 106—114
Projectiles, magnus effect 114—119
Projectiles, simple trajectories 102—106
Projectiles, simple trajectories, launch point lower 104
Projectiles, simple trajectories, projectile is dropped 105—106
Projectiles, simple trajectories, target and launch at same level 103—104
Projectiles, simple trajectories, target point lower 104—105
Projectiles, terminal velocity 112—113
Projectiles, variable mass 118—120 see
QGetAngle, in quaternion operations 308
QGetAxis, in quaternion operations 309
QRotate, in quaternion operations 309
Quaternion addition 304—306
Quaternion class 303—306
Quaternion functions and operators 306—312
Quaternion multiplication 307
Quaternion operations 303—312
Quaternion operations for rigid body rotation 227—229
Quaternion operations, quaternion class 303—306
Quaternion operations, quaternion class, conjugate 306
Quaternion operations, quaternion class, GetScalar 304
Quaternion operations, quaternion class, GetVecror 304
Quaternion operations, quaternion class, magnitude 304
Quaternion operations, quaternion class, quaternion addition 304—305
Quaternion operations, quaternion class, quaternion substracdon 305
Quaternion operations, quaternion class, scalar division 306
Quaternion operations, quaternion class, scalar multiplication 305
Quaternion operations, quaternion functions and operators 306—312
Quaternion operations, quaternion functions and operators, conversion functions 312
Quaternion operations, quaternion functions and operators, MakeEulerAnglesFromQ 311—312
Quaternion operations, quaternion functions and operators, MakeQFromEulerAngles 309—310
Quaternion operations, quaternion functions and operators, QGetAngle 308
Quaternion operations, quaternion functions and operators, QGetAxis 309
Quaternion operations, quaternion functions and operators, QRotate 309
Quaternion operations, quaternion functions and operators, quaternion addition 306
Quaternion operations, quaternion functions and operators, quaternion multiplication 307
Quaternion operations, quaternion functions and operators, quaternion substraction 307
Quaternion operations, quaternion functions and operators, QVRotate 309
Quaternion operations, quaternion functions and operators, scalar division 308
Quaternion operations, quaternion functions and operators, scalar multiplication 307—308
Quaternion operations, quaternion functions and operators, vector multiplication 308
Quaternion substraction 305 307
QVRotate, in quaternion operations 309
Real-time simulations 172—183
Real-time simulations, concepts 172
Real-time simulations, equations of motion and 173—174
Real-time simulations, Euler's method 174—180
Real-time simulations, improved Euler method for 180—183
Real-time simulations, Runge — Kutta method for 181—182
Real-time simulations, Taylor's theorem in 174—175 180—182
Relative acceleration 55—56
Relative velocity 55
Rendering for 2D rigid body simulation 198—204
Rendering for 3D rigid body simulation 242—248
Resistance in cars 168—169
Resistance in hovercraft 165—167
Resistance in ships 159—161
Resistance, equation for 71
Resistance, rolling 168—169
Restitution, coefficient of 90
Reverse, in vector operations 288
Reynold's number 109—110
Rigid body rotation 223—229
Rigid body rotation in 2D 223
Rigid body rotation in 3D 223
Rigid body rotation, quaternions 227—229
Rigid body rotation, rotation matrices 224—227
Rigid body(ies), circular path of particles making up a 51
Rigid body(ies), collisions of 96—98
Rigid body(ies), concepts 25
Rigid body(ies), kinematics of 49
Rigid body(ies), kinetics of 82—86
Rigid body(ies), multiple, in 3D 249—270 see
Robins effect 114—118
Roll angles 124 223
Rolling resistance 168—169
Rolling resistance, coefficient of 169
Rotation matrices 224—227 see
Rudders, in aircraft 131
Runge — Kutta method, for real-time simulations 181—182
Scalar division in matrix operations 299—300
Scalar division in quaternion operations 306 308
Scalar division in vector operations 290 294
Scalar multiplication in matrix operations 299 301
Scalar multiplication in quaternion operations 305 307—308
Scalar multiplication in vector operations 290 293
Scalar product, triple, in vector operations 294
Scalars 5
Ships 146—162
Ships, 2D particle kinetics example 71
Ships, displacement and 146
Ships, flotation 147—149
Ships, geometry of 146 147
Ships, resistance 159—161
Ships, virtual mass 161—162
Ships, volume 149—158
Shooting game, 2D particle kinematics example 32—33
Shooting game, 3D particle kinematics example 33—43
Shooting game, 3D particle kinematics example, sample code 39—43
Shooting game, 3D particle kinematics example, sample program 37—38
Shooting game, 3D particle kinetics example 71—82
Shooting game, 3D particle kinetics example, program screen 80
Shooting game, 3D particle kinetics example, sample code 79—82 see
Simulation(s), 2D rigid body 184—204
Simulation(s), 3D rigid body 230—248
Simulation(s), cloth 271—284
Simulation(s), linear collision response 206—211
Simulation(s), multiple bodies in 3D 249—270
Simulation(s), particle systems 271—284
Simulation(s), real-time 172—183
Simulation(s), rigid body rotation 223—229
Simulation(s), tuning 269—270
Skidding distance 170
Speed, calculation of 26
Speed, defined 26
Springs, defined 64
Springs, equation for 64
Springs, uses for 65
Stopping distance, in cars 170
Tangential acceleration 52—53
Tangential acceleration, equation for 54
Taylor's theorem, in real-time simulations 174—175 180—182
Tensors, concepts 18
Tensors, inertia 19—24
terminal velocity 112—113
Tetrahedron, volume of 150—152
Thrust, in aircraft 129 143
Time, units and symbol for 4
Torque in 3D rigid body kinetics 83
Torque, calculation of 65—67
Torque, defined 65
Torque, force and 65—68
Torque, impulse 88
Torque, units and symbol for 4
Transpose, in matrix operations 297
Triangulated polyhedron, simple 150
Triple scalar product, in vector operations 294
Truncation error 175
Truncation error, sample code for checking 179—180
Turbulent wake 108—109
Uniform density, defined 83
Units and measures 2—4
Units, derived 2
Universal constant 58
Vector addition 289 291
vector class 285—291
Vector cross product 54 291—292
Vector direction cosines 35
Vector dot product 292—293
Vector functions and operators 291—294
Vector multiplication in matrix operations 302
Vector multiplication in quaternion operations 308
Vector operations 285—294
Vector operations, vector class 285—291
Vector operations, vector class, conjugate 290—291
Vector operations, vector class, magnitude 286—287
Vector operations, vector class, normalize 287—288
Vector operations, vector class, reverse 288
Vector operations, vector class, scalar division 290
Vector operations, vector class, scalar multiplication 290
Vector operations, vector class, vector addition 289
Vector operations, vector class, vector substraction 289—290
Vector operations, vector functions and operators 291—294
Vector operations, vector functions and operators, scalar division 294
Vector operations, vector functions and operators, scalar multiplication 293
Vector operations, vector functions and operators, triple scalar product 294
Vector operations, vector functions and operators, vector addition 291
Vector operations, vector functions and operators, vector cross product 291—292
Vector operations, vector functions and operators, vector dot product 292—293
Vector operations, vector functions and operators, vector substraction 291
Vector substraction 289—291
Vectors 5
Velocity, acceleration and 25—28
Velocity, angular 50—56 86
Velocity, equations for 73
Velocity, instantaneous 27 28
Velocity, magnitude of 26
Velocity, relative 55
Velocity, terminal 112—113
Velocity, units and symbol for, angular 4
Velocity, units and symbol for, linear 4
Virtual mass, of a ship 161—162
Viscosity, units and symbol for 4
volume of a cube 149—150
Volume of a ship 149—158
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