Game physics engine development /

Millington, Ian,

Game physics engine development / Ian Millington. - xxi, 456 pages : illustrations ; 25 cm + 1 computer disc (12 cm). - The Morgan Kaufmann series in interactive 3D technology . - Morgan Kaufmann series in interactive 3D technology. .

Accompanied by: 1 computer disc (CD-ROM)

Includes bibliographical references (page 445) and index.

Introduction -- The mathematics of particles -- The laws of motion -- The particle physics engine -- Adding general forces -- Springs and springlike things -- Hard constraints -- The mass-aggregate physics engine -- The mathematics of rotations -- Laws of motion for rigid bodies -- The rigid-body physics engine -- Collision detection -- Generating contacts -- Collision resolution -- Resting contacts and friction -- Stability and optimization -- Putting it all together -- Other types of physics -- Common inertia tensors -- Useful friction coefficients for games -- Other programming languages -- Mathematics summary. Ch. 1. Ch. 2. Ch. 3. Ch. 4. Ch. 5. Ch. 6. Ch. 7. Ch. 8. Ch. 9. Ch. 10. Ch. 11. Ch. 12. Ch. 13. Ch. 14. Ch. 15. Ch. 16. Ch. 17. Ch. 18. App. A. App. B. App. C. App. D.

"Today's cutting-edge games utilize sophisticated physics to make the objects in their virtual worlds behave realistically. The software programs that control these simulations-physics engines-can be complex and difficult to build. Game Physics Engine Development describes step-by-step how to create a robust, usable physics engine, with clear and simple introductions to the underlying mathematics. With its emphasis on building what is needed to meet a game's requirements, this book takes a practical approach that steps through a series of increasingly sophisticated physics engine uses. The result is an accessible text that will allow even novice programmers to create powerful physics engines for their games."--BOOK JACKET.

012369471X 9780123694713

2006023852


Physics--Data processing

QA76.76.C672 / M55 2007

794.81526

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