Physics Modeling for Game Programmers
Seiten
2004
Premier Press
978-1-59200-093-7 (ISBN)
Premier Press
978-1-59200-093-7 (ISBN)
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Physics modeling is taking the game development industry by storm. It is a powerful tool for producing great-looking, realistic games. A simple model can create effects beyond the wildest expectations of programmers. Advances in processing speed and 3D rendering technology have revolutionized games.
Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.
Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.
Part 1: Physics, Math, and Game Programming 1. Physics in Games 2. Simulating 3D with DirectX 3. Mathematical Tools for Physics and 3D Programming 4. 2D Transformations and Rendering 5. 3D Transformations and Rendering 6. Meshes and X Files Part 2: 3D Objects, Movement, and Collisions 7. Dynamics of Particles 8. Collisions of Point Particles 9. Rigid Body Dynamics 10. Collisions of Rigid Bodies 11. Gravity and Projectiles 12. Mass and Spring Systems 13. Water and Waves Part 3: Hands-On 3D Simulation 14. Getting Ready for Games 15. Cars, Hovercraft, Ships, and Boats 16. Aircraft and Spacecraft Appendices A: Glossary B: A Brief Review of C++ C: The Basics of Windows Programming
Erscheint lt. Verlag | 12.8.2004 |
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Zusatzinfo | Illustrations |
Sprache | englisch |
Maße | 188 x 230 mm |
Gewicht | 1100 g |
Themenwelt | Informatik ► Weitere Themen ► Computerspiele |
ISBN-10 | 1-59200-093-2 / 1592000932 |
ISBN-13 | 978-1-59200-093-7 / 9781592000937 |
Zustand | Neuware |
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