Book Cover
Book
Author Bourg, David M.

Title Physics for game developers / David M. Bourg
Published Cambridge, Mass. : O'Reilly, 2001

Copies

Location Call no. Vol. Availability
 W'PONDS  530.0247948 Bou/Pfg  AVAILABLE
Description xvi, 326 pages : illustrations ; 24 cm
Contents Newton's Laws of Motion 1 -- Coordinate System 4 -- Vectors 5 -- Mass, Center of Mass, and Moment of Inertia 5 -- Newton's Second Law of Motion 15 -- Inertia Tensor 19 -- 2. Kinematics 25 -- Velocity and Acceleration 26 -- Constant Acceleration 28 -- Nonconstant Acceleration 30 -- 2D Particle Kinematics 31 -- 3D Particle Kinematics 33 -- Kinematic Particle Explosion 43 -- Rigid Body Kinematics 49 -- Local Coordinate Axes 49 -- Angular Velocity and Acceleration 50 -- 3. Force 57 -- Force Fields 58 -- Friction 59 -- Fluid Dynamic Drag 60 -- A Note on Pressure 62 -- Buoyancy 62 -- Springs and Dampers 64 -- Force and Torque 65 -- 4. Kinetics 69 -- Particle Kinetics in 2D 70 -- Particle Kinetics in 3D 75 -- Rigid Body Kinetics 82 -- 5. Collisions 87 -- Impulse-Momentum Principle 88 -- Impact 89 -- Linear and Angular Impulse 95 -- Friction 98 -- 6. Projectiles 101 -- Simple Trajectories 102 -- Drag 106 -- Magnus Effect 114 -- Variable Mass 118 -- 7. Aircraft 121 -- Geometry 122 -- Lift and Drag 124 -- Other Forces 129 -- Control 130 -- Modeling 132 -- 8. Ships 146 -- Flotation 147 -- Resistance 159 -- Virtual Mass 161 -- 9. Hovercraft 163 -- How They Work 163 -- Resistance 165 -- 10. Cars 168 -- Resistance 168 -- Power 169 -- Stopping Distance 170 -- Roadway Banking 171 -- 11. Real-Time Simulations 172 -- Integrating the Equations of Motion 173 -- Euler's Method 174 -- Other Methods 180 -- 12. 2D Rigid Body Simulator 184 -- Model 185 -- Integration 191 -- Flight Controls 194 -- Rendering 198 -- 13. Implementing Collision Response 205 -- Linear Collision Response 206 -- Angular Effects 211 -- 14. Rigid Body Rotation 223 -- Rotation Matrices 224 -- Quaternions 227 -- 15. 3D Rigid Body Simulator 230 -- Model 231 -- Integration 235 -- Flight Controls 238 -- Rendering 242 -- 16. Multiple Bodies in 3D 249 -- Model 250 -- Integration 264 -- Collision Response 266 -- Tuning 269 -- 17. Particle Systems 271 -- Model 272 -- Integration 281 -- Collision Response 282 -- Tuning 283 -- Appendix A Vector Operations 285 -- Appendix B Matrix Operations 295 -- Appendix C Quaternion Operations 303
Notes "Enriching game content with physics-based realism"--Cover
Bibliography Includes bibliographical references and index
Subject Computer games -- Design.
Physics.
Video games -- Design.
LC no. 2001036466
ISBN 0596000065
Other Titles At head if title: Enriching game content with physics-based realism