Game Physics Engine Development. (2007)
- Record Type:
- Book
- Title:
- Game Physics Engine Development. (2007)
- Main Title:
- Game Physics Engine Development
- Further Information:
- Note: Ian Millington.
- Authors:
- Millington, Ian
- Contents:
- Cover -- Copyright page -- Contents -- List of Figures -- Preface -- Chapter 1 Introduction -- 1.1 What Is Game Physics? -- 1.2 What Is a Physics Engine? -- 1.3 Approaches to Physics Engines -- 1.4 The Mathematics of Physics Engines -- 1.5 The Source Code in This Book -- 1.6 How this Book Is Structured -- Part I Particle Physics -- Chapter 2 The Mathematics of Particles -- 2.1 Vectors -- 2.2 Calculus -- 2.3 Summary -- Chapter 3 The Laws of Motion -- 3.1 A Particle -- 3.2 The First Two Laws -- 3.3 The Integrator -- 3.4 Summary -- Chapter 4 The Particle Physics Engine -- 4.1 Ballistics -- 4.2 Fireworks -- 4.3 Summary -- Part II Mass-Aggregate Physics -- Chapter 5 Adding General Forces -- 5.1 D'Alembert's Principle -- 5.2 Force Generators -- 5.3 Built-in Gravity and Damping -- 5.4 Summary -- Chapter 6 Springs and Springlike Things -- 6.1 Hook's Law -- 6.2 Springlike Force Generators -- 6.3 Stiff Springs -- 6.4 Summary -- Chapter 7 Hard Constraints -- 7.1 Simple Collision Resolution -- 7.2 Collision Processing -- 7.3 The Contact Resolver Algorithm -- 7.4 Collisionlike Things -- 7.5 Summary -- Chapter 8 The Mass-Aggregate Physics Engine -- 8.1 Overview of the Engine -- 8.2 Using the Physics Engine -- 8.3 Summary -- Part III Rigid-Body Physics -- Chapter 9 The Mathematics of Rotations -- 9.1 Rotating Objects in Two Dimensions -- 9.2 Orientation in Three Dimensions -- 9.3 Angular Velocity and Acceleration -- 9.4 Implementing the Mathematics -- 9.5 Summary -- Chapter 10 Laws ofCover -- Copyright page -- Contents -- List of Figures -- Preface -- Chapter 1 Introduction -- 1.1 What Is Game Physics? -- 1.2 What Is a Physics Engine? -- 1.3 Approaches to Physics Engines -- 1.4 The Mathematics of Physics Engines -- 1.5 The Source Code in This Book -- 1.6 How this Book Is Structured -- Part I Particle Physics -- Chapter 2 The Mathematics of Particles -- 2.1 Vectors -- 2.2 Calculus -- 2.3 Summary -- Chapter 3 The Laws of Motion -- 3.1 A Particle -- 3.2 The First Two Laws -- 3.3 The Integrator -- 3.4 Summary -- Chapter 4 The Particle Physics Engine -- 4.1 Ballistics -- 4.2 Fireworks -- 4.3 Summary -- Part II Mass-Aggregate Physics -- Chapter 5 Adding General Forces -- 5.1 D'Alembert's Principle -- 5.2 Force Generators -- 5.3 Built-in Gravity and Damping -- 5.4 Summary -- Chapter 6 Springs and Springlike Things -- 6.1 Hook's Law -- 6.2 Springlike Force Generators -- 6.3 Stiff Springs -- 6.4 Summary -- Chapter 7 Hard Constraints -- 7.1 Simple Collision Resolution -- 7.2 Collision Processing -- 7.3 The Contact Resolver Algorithm -- 7.4 Collisionlike Things -- 7.5 Summary -- Chapter 8 The Mass-Aggregate Physics Engine -- 8.1 Overview of the Engine -- 8.2 Using the Physics Engine -- 8.3 Summary -- Part III Rigid-Body Physics -- Chapter 9 The Mathematics of Rotations -- 9.1 Rotating Objects in Two Dimensions -- 9.2 Orientation in Three Dimensions -- 9.3 Angular Velocity and Acceleration -- 9.4 Implementing the Mathematics -- 9.5 Summary -- Chapter 10 Laws of Motion for Rigid Bodies -- 10.1 The Rigid Body -- 10.2 Newton 2 for Rotation -- 10.3 D'Alembert for Rotation -- 10.4 The Rigid-Body Integration -- 10.5 Summary -- Chapter 11 The Rigid-Body Physics Engine -- 11.1 Overview of the Engine -- 11.2 Using the Physics Engine -- 11.3 Summary -- Part IV Collision Detection -- Chapter 12 Collision Detection. 12.1 Collision Detection Pipeline -- 12.2 Coarse Collision Detection -- 12.3 Bounding Volumes -- 12.4 Spatial Data Structures -- 12.5 Summary -- Chapter 13 Generating Contacts -- 13.1 Collision Geometry -- 13.2 Contact Generation -- 13.3 Primitive Collision Algorithms -- 13.4 Summary -- Part V Contact Physics -- Chapter 14 Collision Resolution -- 14.1 Impulses and Impulsive Torques -- 14.2 Collision Impulses -- 14.3 Resolving Interpenetration -- 14.4 The Collision Resolution Process -- 14.5 Summary -- Chapter 15 Resting Contacts and Friction -- 15.1 Resting Forces -- 15.2 Micro-collisions -- 15.3 Types of Friction -- 15.4 Implementing Friction -- 15.5 Friction and Sequential Contact Resolution -- 15.5 Summary -- Chapter 16 Stability and Optimization -- 16.1 Stability -- 16.2 Optimizations -- 16.3 Summary -- Chapter 17 Putting It All Together -- 17.1 Overview of the Engine -- 17.2 Using the Physics Engine -- 17.3 Limitations of the Engine -- 17.4 Summary -- Part VI What Comes Next? -- Chapter 18 Other Types of Physics -- 18.1 Simultaneous Contact Resolution -- 18.2 Reduced Coordinate Approaches -- 18.3 Summary -- Appendices -- Appendix A Common Inertia Tensors -- A.1 Discrete Masses -- A.2 Continuous Masses -- A.3 Common Shapes -- Appendix B Useful Friction Coefficients for Games -- Appendix C Other Programming Languages -- C.1 C -- C.2 Java -- C.3 Common Language Runtime (.NET) -- C.4 Lua -- Appendix D Mathematics Summary -- D.1 Vectors -- D.2 Quaternions -- D.3 Matrices -- D.4 Integration -- D.5 Physics -- D.6 Other Formulae -- Bibliography -- Index. … (more)
- Publisher Details:
- Boca Raton, FL : CRC Press
- Publication Date:
- 2007
- Extent:
- 1 online resource
- Subjects:
- 794.8/1526 22 794.8151 794.81526
Animation (Cinematography)
Games
Computer games
Animation (Cinematography)
Computer games
Games
Electronic books - Languages:
- English
- ISBNs:
- 9781482267327
1482267322 - 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.
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- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.282951
- Ingest File:
- 01_189.xml