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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game

Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game (Paperback, 2)

이안 밀링턴 (지은이)
CRC Pr I Llc
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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game
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책 정보

· 제목 : Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game (Paperback, 2) 
· 분류 : 외국도서 > 컴퓨터 > 컴퓨터 그래픽
· ISBN : 9780123819765
· 쪽수 : 552쪽
· 출판일 : 2010-07-23

목차

IntroductionWhat is Game Physics?Whatis a Physics Engine?Approaches to Physics EnginesThe Mathematics of Physics EnginesThe Source Code in the BookHow the Book is Structured PART I Particle Physics The Mathematics of ParticlesVectorsCalculusSummaryExercisesThe Laws of MotionThe ParticleThe First Two LawsThe IntegratorSummaryExercisesThe Particle Physics EngineBallisticsFireworksSummaryProjectsPART II Mass Aggregate Physics Adding General ForcesD’Alembert’s PrincipleForce GeneratorsBuilt-In Gravity and DampingSummaryExercisesSprings and Spring-Like ThingsHook’s LawSpring-Like Force GeneratorsStiff SpringsSummaryExercisesHard ConstraintsSimple Collision ResolutionCollision ProcessingThe Contact Resolver AlgorithmCollision-Like ThingsSummaryExercisesThe Mass Aggregate Physics EngineOverview of the EngineUsing the Physics EngineSummaryProjectsPART III Rigid-Body Physics The Mathematics of RotationsRotating Objects in 2DOrientation in 3DAngular Velocity and AccelerationImplementing the MathematicsSummaryExercisesLaws of Motion for Rigid BodiesThe Rigid BodyNewton-2 for RotationD’Alembert for RotationThe Rigid-Body IntegrationSummaryExercisesThe Rigid-Body Physics EngineOverview of the EngineUsing the Physics EngineSummaryProjectsPART IV Collision Detection Collision DetectionThe Collision Detection PipelineBroad-Phase Collision DetectionBounding Volume HierarchiesSpatial PartitioningSummaryExercisesGenerating ContactsCollision GeometryContact GenerationSimple Collision AlgorithmsSeparating Axis TestsCoherenceSummaryExercisesPART V Contact Physics Collision ResolutionImpulse and Impulsive TorqueCollision ImpulsesResolving InterpenetrationThe Collision Resolution ProcessSummaryExercisesResting Contacts and FrictionResting ForcesMicrocollisionsTypes of FrictionImplementing FrictionFriction and Sequential Contact ResolutionSummaryExercisesStability and OptimizationStabilityOptimizationsSummaryPutting It All TogetherOverview of the EngineUsing the Physics EngineLimitations of the EngineSummaryProjectsPART VI Further Topics in Physics Physics in Two Dimensions2D or 3D?Vector MathematicsParticle and Mass Aggregate PhysicsThe Mathematics of RotationRigid-Body DynamicsCollision DetectionCollision ResponseSummaryProjectsOther Programming LanguagesActionScript 3CJavaC#Other Scripting LanguagesOther Types of PhysicsSimultaneous Contact ResolutionReduced Coordinate ApproachesSummaryAppendix A Useful Inertia Tensors Discrete Masses Continuous Masses Common Shapes CuboidSphereCylinderConeHemisphereMoments of Inertia in 2D Common 2D ShapesAppendix B Useful Friction Coefficients Appendix C Mathematics SummaryVectorsQuaternionsMatricesIntegrationPhysicsOther Forumlas

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