Learning physics modeling with PhysX : master the PhysX 3 physics engine and learn how to program your very own physics simulation /: master the PhysX 3 physics engine and learn how to program your very own physics simulation. (2013)
- Record Type:
- Book
- Title:
- Learning physics modeling with PhysX : master the PhysX 3 physics engine and learn how to program your very own physics simulation /: master the PhysX 3 physics engine and learn how to program your very own physics simulation. (2013)
- Main Title:
- Learning physics modeling with PhysX : master the PhysX 3 physics engine and learn how to program your very own physics simulation
- Further Information:
- Note: Krishna Kumar.
- Authors:
- Kumar, Krishna
- Contents:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting with PhysX 3 SDK; Brief history; PhysX features; New in PhysX 3; Downloading PhysX SDK and tools; The PhysX SDK license; System requirements for PhysX; Configuring with VC++ Express 2010; Summary; Chapter 2: Basic Concepts; Scene and Actors; Materials; Shapes; Creating the first PhysX 3 program; Initializing PhysX; Creating scene; Creating actors; Simulating PhysX; Shutting down PhysX; Summary; Chapter 3: Rigid Body Dynamics; Exploring a rigid body; Mass; Density. GravityVelocity; Force and Torque; Damping; Kinematic actors; Sleeping state; Solver accuracy; Summary; Chapter 4: Collision Detection; Collision shapes; Geometry; Sphere; Box; Capsule; Plane; Trigger shapes; Simulation event; Trigger event; Contact event; Filter shader; Broad-Phase collision detection; Sweep-and-prune (SAP); Multi box pruning (MBP); Narrow-Phase collision detection; Continuous collision detection; Summary; Chapter 5: Joints; Joints in PhysX; Fixed joints; Revolute joints; Spherical joints; Distance joints; Prismatic joints; D6 joints; Summary; Chapter 6: Scene Queries. Raycast queriesSweep queries; Overlap queries; Summary; Chapter 7: Character Controller; Character controller basics; The need of a character controller; Creating a character controller; Moving a character controller; Useful methods and properties; Position update; Shapes of a character controller; SizeCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting with PhysX 3 SDK; Brief history; PhysX features; New in PhysX 3; Downloading PhysX SDK and tools; The PhysX SDK license; System requirements for PhysX; Configuring with VC++ Express 2010; Summary; Chapter 2: Basic Concepts; Scene and Actors; Materials; Shapes; Creating the first PhysX 3 program; Initializing PhysX; Creating scene; Creating actors; Simulating PhysX; Shutting down PhysX; Summary; Chapter 3: Rigid Body Dynamics; Exploring a rigid body; Mass; Density. GravityVelocity; Force and Torque; Damping; Kinematic actors; Sleeping state; Solver accuracy; Summary; Chapter 4: Collision Detection; Collision shapes; Geometry; Sphere; Box; Capsule; Plane; Trigger shapes; Simulation event; Trigger event; Contact event; Filter shader; Broad-Phase collision detection; Sweep-and-prune (SAP); Multi box pruning (MBP); Narrow-Phase collision detection; Continuous collision detection; Summary; Chapter 5: Joints; Joints in PhysX; Fixed joints; Revolute joints; Spherical joints; Distance joints; Prismatic joints; D6 joints; Summary; Chapter 6: Scene Queries. Raycast queriesSweep queries; Overlap queries; Summary; Chapter 7: Character Controller; Character controller basics; The need of a character controller; Creating a character controller; Moving a character controller; Useful methods and properties; Position update; Shapes of a character controller; Size update; Auto-stepping; Slope limit; Summary; Chapter 8: Particles; Exploring particles; Creating a particle system; Particles without intercollision; Particles with intercollision; Particle system properties; Creating particles; Updating particles; Releasing particles; Particle drains. Collision filteringSummary; Chapter 9: Cloth; Exploring a cloth; Creating a cloth fabric; Creating a cloth; Tweaking the cloth properties; Cloth collision; Cloth particle motion constraint; Cloth particle separation constraint; Cloth self-collision; Cloth intercollision; Cloth GPU acceleration; Summary; Chapter 10: PhysX Visual Debugger (PVD); PhysX Visual Debugger (PVD) basics; Connecting PVD using a network; Saving PVD data as a file; Connection flags; Summary; Index. … (more)
- Publisher Details:
- Birmingham : Packt Publishing
- Publication Date:
- 2013
- Extent:
- 1 online resource (104 pages)
- Subjects:
- 794.8
COMPUTERS -- Programming Languages -- C
Computer games -- Programming
Graphics processing units -- Programming
Computer animation
COMPUTERS -- Computer Simulation - Languages:
- English
- ISBNs:
- 9781849698153
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.90380
- Ingest File:
- 02_127.xml