TY - BOOK AU - Millington,Ian TI - Game physics engine development T2 - The Morgan Kaufmann series in interactive 3D technology SN - 012369471X AV - QA76.76.C672 M55 2007 U1 - 794.81526 22 PY - 2007///] CY - Amsterdam, Boston PB - Morgan Kaufmann Publishers KW - Physics KW - Data processing N1 - 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 N2 - "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 ER -