Muutke küpsiste eelistusi

Physics for Game Developers 2e 2nd edition [Pehme köide]

  • Formaat: Paperback / softback, 578 pages
  • Ilmumisaeg: 26-Apr-2013
  • Kirjastus: O'Reilly Media
  • ISBN-10: 1449392512
  • ISBN-13: 9781449392512
Teised raamatud teemal:
  • Pehme köide
  • Hind: 45,59 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Tavahind: 56,99 €
  • Säästad 20%
  • Raamatu kohalejõudmiseks kirjastusest kulub orienteeruvalt 3-4 nädalat
  • Kogus:
  • Lisa ostukorvi
  • Tasuta tarne
  • Tellimisaeg 2-4 nädalat
  • Lisa soovinimekirja
  • Formaat: Paperback / softback, 578 pages
  • Ilmumisaeg: 26-Apr-2013
  • Kirjastus: O'Reilly Media
  • ISBN-10: 1449392512
  • ISBN-13: 9781449392512
Teised raamatud teemal:
An updated best-seller offers advice for using physics concepts to increase the realism of computer games, covering mechanics, real-world situations and real-time simulations, with new chapters on deformable and soft bodies, fluids and the physics of sound. Original.

An updated guide offers advice for using physics concepts to increase the realism of computer games, covering mechanics, real-world situations, and real-time simulations, with new chapters on deformable and soft bodies, fluids, and the physics of sound.

If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices.

Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team.

  • Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response
  • Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia
  • Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls
  • Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays
  • Capture 3D sound effects with the OpenAL audio API
Preface xi
Part I Fundamentals
1 Basic Concepts
3(32)
Newton's Laws of Motion
3(1)
Units and Measures
4(2)
Coordinate System
6(1)
Vectors
7(1)
Derivatives and Integrals
8(1)
Mass, Center of Mass, and Moment of Inertia
9(11)
Newton's Second Law of Motion
20(4)
Inertia Tensor
24(5)
Relativistic Time
29(6)
2 Kinematics
35(36)
Velocity and Acceleration
36(3)
Constant Acceleration
39(2)
Nonconstant Acceleration
41(1)
2D Particle Kinematics
42(3)
3D Particle Kinematics
45(1)
X Components
46(1)
Y Components
47(1)
Z Components
48(1)
The Vectors
48(1)
Hitting the Target
49(5)
Kinematic Particle Explosion
54(7)
Rigid-Body Kinematics
61(1)
Local Coordinate Axes
62(1)
Angular Velocity and Acceleration
62(9)
3 Force
71(14)
Forces
71(1)
Force Fields
72(1)
Friction
73(2)
Fluid Dynamic Drag
75(1)
Pressure
76(1)
Buoyancy
77(2)
Springs and Dampers
79(1)
Force and Torque
80(3)
Summary
83(2)
4 Kinetics
85(18)
Particle Kinetics in 2D
87(4)
Particle Kinetics in 3D
91(3)
X Components
94(1)
Y Components
95(1)
Z Components
95(1)
Cannon Revised
95(4)
Rigid-Body Kinetics
99(4)
5 Collisions
103(16)
Impulse-Momentum Principle
104(1)
Impact
105(7)
Linear and Angular Impulse
112(3)
Friction
115(4)
6 Projectiles
119(24)
Simple Trajectories
120(4)
Drag
124(8)
Magnus Effect
132(6)
Variable Mass
138(5)
Part II Rigid-Body Dynamics
7 Real-Time Simulations
143(18)
Integrating the Equations of Motion
144(2)
Euler's Method
146(7)
Better Methods
153(6)
Summary
159(2)
8 Particles
161(28)
Simple Particle Model
166(3)
Integrator
169(1)
Rendering
170(1)
The Basic Simulator
170(2)
Implementing External Forces
172(3)
Implementing Collisions
175(1)
Particle-to-Ground Collisions
175(6)
Particle-to-Obstacle Collisions
181(5)
Tuning
186(3)
9 2D Rigid-Body Simulator
189(16)
Model
190(7)
Transforming Coordinates
197(1)
Integrator
198(2)
Rendering
200(1)
The Basic Simulator
201(3)
Tuning
204(1)
10 Implementing Collision Response
205(22)
Linear Collision Response
206(7)
Angular Effects
213(14)
11 Rotation in 3D Rigid-Body Simulators
227(16)
Rotation Matrices
228(4)
Quaternions
232(2)
Quaternion Operations
234(5)
Quaternions in 3D Simulators
239(4)
12 3D Rigid-Body Simulator
243(12)
Model
243(4)
Integration
247(3)
Flight Controls
250(5)
13 Connecting Objects
255(26)
Springs and Dampers
257(1)
Connecting Particles
258(1)
Rope
258(7)
Connecting Rigid Bodies
265(1)
Links
265(10)
Rotational Restraint
275(6)
14 Physics Engines
281(12)
Building Your Own Physics Engine
281(2)
Physics Models
283(1)
Simulated Objects Manager
284(1)
Collision Detection
285(1)
Collision Response
286(1)
Force Effectors
287(1)
Numerical Integrator
288(5)
Part III Physical Modeling
15 Aircraft
293(28)
Geometry
294(3)
Lift and Drag
297(5)
Other Forces
302(1)
Control
303(2)
Modeling
305(16)
16 Ships and Boats
321(18)
Stability and Sinking
323(1)
Stability
323(2)
Sinking
325(1)
Ship Motions
326(1)
Heave
327(1)
Roll
327(1)
Pitch
328(1)
Coupled Motions
328(1)
Resistance and Propulsion
328(1)
General Resistance
328(6)
Propulsion
334(1)
Maneuverability
335(1)
Rudders and Thrust Vectoring
336(3)
17 Cars and Hovercraft
339(14)
Cars
339(1)
Resistance
339(1)
Power
340(1)
Stopping Distance
341(1)
Steering
342(3)
Hovercraft
345(1)
How Hovercraft Work
345(2)
Resistance
347(3)
Steering
350(3)
18 Guns and Explosions
353(16)
Projectile Motion
353(2)
Taking Aim
355(2)
Zeroing the Sights
357(3)
Breathing and Body Position
360(1)
Recoil and Impact
361(1)
Explosions
362(1)
Particle Explosions
363(3)
Polygon Explosions
366(3)
19 Sports
369(34)
Modeling a Golf Swing
370(3)
Solving the Golf Swing Equations
373(5)
Billiards
378(2)
Implementation
380(3)
Initialization
383(3)
Stepping the Simulation
386(2)
Calculating Forces
388(5)
Handling Collisions
393(10)
Part IV Digital Physics
20 Touch Screens
403(10)
Types of Touch Screens
403(1)
Resistive
403(1)
Capacitive
404(1)
Infrared and Optical Imaging
404(1)
Exotic: Dispersive Signal and Surface Acoustic Wave
404(1)
Step-by-Step Physics
404(1)
Resistive Touch Screens
404(4)
Capacitive Touch Screens
408(2)
Example Program
410(1)
Multitouch
410(1)
Other Considerations
411(1)
Haptic Feedback
411(1)
Modeling Touch Screens in Games
411(1)
Difference from Mouse-Based Input
412(1)
Custom Gestures
412(1)
21 Accelerometers
413(14)
Accelerometer Theory
414(2)
MEMS Accelerometers
416(1)
Common Accelerometer Specifications
417(1)
Data Clipping
417(1)
Sensing Orientation
418(2)
Sensing Tilt
420(1)
Using Tilt to Control a Sprite
420(1)
Two Degrees of Freedom
421(6)
22 Gaming from One Place to Another
427(12)
Location-Based Gaming
427(1)
Geocaching and Reverse Geocaching
428(1)
Mixed Reality
428(1)
Street Games
428(1)
What Time Is It?
429(1)
Two-Dimensional Mathematical Treatment
429(4)
Location, Location, Location
433(1)
Distance
433(2)
Great-Circle Heading
435(1)
Rhumb Line
436(3)
23 Pressure Sensors and Load Cells
439(12)
Under Pressure
440(1)
Example Effects of High Pressure
440(2)
Button Mashing
442(2)
Load Cells
444(4)
Barometers
448(3)
24 3D Display
451(20)
Binocular Vision
451(3)
Stereoscopic Basics
454(1)
The Left and Right Frustums
454(4)
Types of Display
458(1)
Complementary-Color Anaglyphs
458(1)
Linear and Circular Polarization
459(3)
Liquid-Crystal Plasma
462(1)
Autostereoscopy
463(2)
Advanced Technologies
465(2)
Programming Considerations
467(1)
Active Stereoization
467(2)
Passive Stereoization
469(2)
25 Optical Tracking
471(6)
Sensors and SDKs
472(1)
Kinect
472(1)
Open CV
473(1)
Numerical Differentiation
474(3)
26 Sound
477(18)
What Is Sound?
477(4)
Characteristics of and Behavior of Sound Waves
481(1)
Harmonic Wave
481(2)
Superposition
483(1)
Speed of Sound
484(1)
Attenuation
485(1)
Reflection
486(2)
Doppler Effect
488(1)
3D Sound
489(1)
How We Hear in 3D
489(2)
A Simple Example
491(4)
A Vector Operations 495(12)
B Matrix Operations 507(10)
C Quaternion Operations 517(12)
Bibliography 529(6)
Index 535
David Bourg is a Naval Architect involved in various military and commercial proposal, design, and construction efforts. Since 1998, David has served as an independent consultant working for various regional clients engaged in both commercial and military shipbuilding where he provides design and analysis services including but not limited to concept design, proposal writing, detailed design and analysis, visualization, and software development among other services. He coordinated and led the winning design and proposal effort for the US Coast Guard Point Class (patrol boat) Replacement Program. In 2006, David joined fellow Naval Architect Kenneth Humphreys to form MiNO Marine, LLC, a naval architecture and marine professional services firm. In addition to Physics for Game Developers, David has published two other books. He earned a PhD in Engineering and Applied Science in 2008 from the University of New Orleans. He has served as an Adjunct Professor at the University of New Orleans School of Naval Architecture and Marine Engineering, where he has taught various courses since 1993. Ever since his father read A Brief History of Time to him in middle school, Bryan Bywalec wanted to be an astrophysicist. While he will always have a passion for pure physics, he became more and more obsessed in high school with the application of those physical principles he was learning. Having been around sailboats his entire life, his decision to seek a degree in Naval Architecture at the University of New Orleans surprised few. While working on his degree, Mr. Bywalec was employed as a network administrator for the College of Engineering. Having an office in an electronics lab, he explored the world of enterprise computing and became very interested in high performance clusters, remote administration of desktops, and robotics. Upon graduating in 2007, he began his career at MiNO Marine, LLC and, under the guidance of David Bourg and Kenneth Humphreys, now focuses on finite element analysis of complex welded steel structures. His structural analysis work depends largely on the accurate approximations of non-linear physical systems. Bryan has completed several computational fluid dynamics simulations of exhaust gases from ship stacks and current flow around offshore structures. In addition to his work as a naval architect, Bryan strives to create innovative ways to connect everyday objects to various control networks. From unlocking door locks via text message to developing a real time street car tracking program, he constantly searches for opportunities to integrate technology into his life.