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 
                  
                
                    
                        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 
                            
                     
                  
			Ðåêëàìà