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Game physics engine development / Ian Millington.

By: Material type: TextTextSeries: Morgan Kaufmann series in interactive 3D technologyPublisher: Amsterdam ; Boston : Morgan Kaufmann Publishers, [2007]Copyright date: ©2007Description: xxi, 456 pages : illustrations ; 25 cm + 1 computer disc (12 cm)Content type:
  • text
  • computer dataset
Media type:
  • unmediated
  • computer
Carrier type:
  • volume
  • computer disc
ISBN:
  • 012369471X
  • 9780123694713
Subject(s): DDC classification:
  • 794.81526 22
LOC classification:
  • QA76.76.C672 M55 2007
Contents:
Ch. 1. Introduction -- Ch. 2. The mathematics of particles -- Ch. 3. The laws of motion -- Ch. 4. The particle physics engine -- Ch. 5. Adding general forces -- Ch. 6. Springs and springlike things -- Ch. 7. Hard constraints -- Ch. 8. The mass-aggregate physics engine -- Ch. 9. The mathematics of rotations -- Ch. 10. Laws of motion for rigid bodies -- Ch. 11. The rigid-body physics engine -- Ch. 12. Collision detection -- Ch. 13. Generating contacts -- Ch. 14. Collision resolution -- Ch. 15. Resting contacts and friction -- Ch. 16. Stability and optimization -- Ch. 17. Putting it all together -- Ch. 18. Other types of physics -- App. A. Common inertia tensors -- App. B. Useful friction coefficients for games -- App. C. Other programming languages -- App. D. Mathematics summary.
Review: "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.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.81526 MIL (Browse shelf(Opens below)) 1 Available A429393B

Accompanied by: 1 computer disc (CD-ROM)

Includes bibliographical references (page 445) and index.

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

"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.

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