Game Physics 2nd Edition

Specificaties
Gebonden, 899 blz. | Engels
Morgan Kaufmann Publishers | 1e druk, 2010
ISBN13: 9780123749031
Rubricering
Hoofdrubriek : Computer en informatica
Morgan Kaufmann Publishers 1e druk, 2010 9780123749031
Verwachte levertijd ongeveer 9 werkdagen

Samenvatting

Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations.

The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do.

Key Features:
- CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included.
- Includes exercises for instructional use and review of essential mathematics.
- Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations and new sections on the physics tick, multithreaded and multiprocessor Collision culling, and velocity-based dynamics.

Specificaties

ISBN13:9780123749031
Taal:Engels
Bindwijze:gebonden
Aantal pagina's:899
Druk:1

Over David Eberly

Dave Eberly is the president of Geometric Tools, Inc. (www.geometrictools.com), a company that specializes in software development for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Ltd. (NDL), the company responsible for the real-time 3D game engine, NetImmerse. He also worked for NDL on Gamebryo, which was the next-generation engine after NetImmerse. His background includes a BA degree in mathematics from Bloomsburg University, MS and PhD degrees in mathematics from the University of Colorado at Boulder, and MS and PhD degrees in computer science from the University of North Carolina at ChapelHill. He is the author of 3D Game Engine Design, 2nd Edition (2006), 3D Game Engine Architecture (2005), Game Physics (2004), and coauthor with Philip Schneider of Geometric Tools for Computer Graphics (2003), all published by Morgan Kaufmann. As a mathematician, Dave did research in the mathematics of combustion, signal and image processing, and length-biased distributions in statistics. He was an associate professor at the University of Texas at San Antonio with an adjunct appointment in radiology at the U.T. Health Science Center at San Antonio. In 1991, he gave up his tenured position to re-train in computer science at the University of North Carolina. After graduating in 1994, he remained for one year as a research associate professor in computer science with a joint appointment in the Department of Neurosurgery, working in medical image analysis. His next stop was the SAS Institute, working for a year on SAS/Insight, a statistical graphics package. Finally, deciding that computer graphics and geometry were his real calling, Dave went to work for NDL (which is now Emergent Game Technologies), then to Magic Software, Inc., which later became Geometric Tools, Inc. Dave's participation in the newsgroup comp.graphics.algorithms and his desire to make 3D graphics technology available to all are what has led to the creation of his company's website and his books.

Andere boeken door David Eberly

Inhoudsopgave

Trademarks
Figures
Tables
Preface to the second edition
Preface to the first edition
About the CD-ROM

1. Introduction
2. Basic Concepts from Physics
3. Rigid Body Motion
4. Deformable Bodies
5. Fluids and Gases
6. Physics Engines
7. Linear Algebra
8. Affine Algebra
9. Calculus
10. Quaternions
11. Differential Equations
12. Ordinary Difference Equations
13. Numerical methods
14. Linear Complementarity and Mathematical Programming

Bibliography
Index

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        Game Physics 2nd Edition