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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
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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