Game Physics

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Ken Shoemake

Note moyenne 
David H. Eberly - Game Physics. 1 Cédérom
Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave... Lire la suite
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Résumé

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.

Sommaire

    • 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.

Caractéristiques

  • Date de parution
    01/01/2004
  • Editeur
  • ISBN
    1-55860-740-4
  • EAN
    9781558607408
  • Présentation
    Relié
  • Nb. de pages
    776 pages
  • Poids
    1.83 Kg
  • Dimensions
    19,5 cm × 24,5 cm × 4,0 cm

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À propos de l'auteur

Biographie de David H. Eberly

Dave Eberly is the president of Magic Software, Inc. (www.magic-software.com), a company known for its free source code and documentation for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Ltd., the company responsible for the real-time 3D game engine, Netlmmerse. His background includes a Ph.D. degree in mathematics from the University of Colorado at Boulder and a Ph.D. degree in computer science from the University of North Carolina at Chapel Hill. Dave is author of 3D Game Engine Design and (with Philip Schneider) of Geometric Tools for Computer Graphics. Ken Shoemake is known for introducing quaternions to computer graphics and for creating quaternion tools such as Slerp, Squad, and Arcball. His education and career include Yale, Stanford, PDI, and Xerox PARC. Ken is currently an independent consultant.

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