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Game Physics (Morgan Kaufmann Series in Interactive 3D Technology) 816 pages - hardback Morgan Kaufmann - (isbn 1-55860-740-4) Jan. 2004 |
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| Price: |
78,28 EUR
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| Author(s): |
Eberly, David H.
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| Description: |
Game
Physics is an introduction to the ideas and techniques needed to create
physically realistic 3D graphic environments. As a companion volume to
Dave Eberly's industry standard 3D Game Engine Design, Game Physics
shares a similar practical approach and format. Dave 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. This 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. Dave even describes when
real physics isn't necessary-and hacked physics will do.
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| Contents List: |
Introduction;
Basic Concepts from Physics; Rigid Body Motion; Deformable Bodies;
Physics Engines; Physics and Shader Programs; Linear Complementarity
and Mathematical Programming; Differential Equations; Numerical
Methods; Quaternions; Appendices: Linear Algebra; Affine Algebra;
Calculus; Ordinary Difference Equations Bibliography
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| Illustrations etc.: |
bibliog
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| Weight: | 1000 g | |||||||
| Dimensions: | 235 x 187 | |||||||
| Publisher: | Elsevier | |||||||
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