Physics for game developers: [enriching game content with physics based realism]
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Beijing ; Cambridge ; Farnham ; Köln ; Paris ; Sebastopol ; Taip
O'Reilly
2002
|
Ausgabe: | 1. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Literaturverz. S. 313 - 317 |
Beschreibung: | XVI, 326 S. Ill., graph. Darst. : 23 cm |
ISBN: | 0596000065 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
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100 | 1 | |a Bourg, David M. |e Verfasser |4 aut | |
245 | 1 | 0 | |a Physics for game developers |b [enriching game content with physics based realism] |c David M. Bourg. [Ed.: Robert Denn] |
250 | |a 1. ed. | ||
264 | 1 | |a Beijing ; Cambridge ; Farnham ; Köln ; Paris ; Sebastopol ; Taip |b O'Reilly |c 2002 | |
300 | |a XVI, 326 S. |b Ill., graph. Darst. : 23 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Literaturverz. S. 313 - 317 | ||
650 | 4 | |a Physikalisches System - Echtzeitsimulation - Computerspiel - Programmierung | |
650 | 4 | |a Physics | |
650 | 4 | |a Video games |x Design | |
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Datensatz im Suchindex
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---|---|
adam_text |
TABLE
OF
CONTENTS
PREFACE
.
IX
1.
BASIC
CONCEPTS
.
1
NEWTON
'
S
LAWS
OF
MOTION
1
UNITS
AND
MEASURES
2
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
INTRODUCTION
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
INTRODUCTION
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
VOLUME
149
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
TABLE
OF
CONTENTS
|
VII
COLLISION
RESPONSE
282
TUNING
283
APPENDIX
A:
VECTOR
OPERATIONS
.
285
APPENDIX
B:
MATRIX
OPERATIONS
.
295
APPENDIX
C:
QUATERNION
OPERATIONS
.
303
BIBLIOGRAPHY
.
313
INDEX
.
319 |
any_adam_object | 1 |
author | Bourg, David M. |
author_facet | Bourg, David M. |
author_role | aut |
author_sort | Bourg, David M. |
author_variant | d m b dm dmb |
building | Verbundindex |
bvnumber | BV014151826 |
callnumber-first | Q - Science |
callnumber-label | QC23 |
callnumber-raw | QC23.2 |
callnumber-search | QC23.2 |
callnumber-sort | QC 223.2 |
callnumber-subject | QC - Physics |
classification_rvk | ST 320 SU 500 |
classification_tum | DAT 780f DAT 758f |
ctrlnum | (OCoLC)248035366 (DE-599)BVBBV014151826 |
dewey-full | 530/.0247948 530.0247948 |
dewey-hundreds | 500 - Natural sciences and mathematics |
dewey-ones | 530 - Physics |
dewey-raw | 530/.0247948 530.0247948 |
dewey-search | 530/.0247948 530.0247948 |
dewey-sort | 3530 6247948 |
dewey-tens | 530 - Physics |
discipline | Physik Informatik |
edition | 1. ed. |
format | Book |
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id | DE-604.BV014151826 |
illustrated | Illustrated |
indexdate | 2024-11-22T17:31:03Z |
institution | BVB |
isbn | 0596000065 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-009698917 |
oclc_num | 248035366 |
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owner_facet | DE-703 DE-M347 DE-20 DE-91G DE-BY-TUM DE-824 DE-522 DE-525 DE-B768 |
physical | XVI, 326 S. Ill., graph. Darst. : 23 cm |
publishDate | 2002 |
publishDateSearch | 2002 |
publishDateSort | 2002 |
publisher | O'Reilly |
record_format | marc |
spelling | Bourg, David M. Verfasser aut Physics for game developers [enriching game content with physics based realism] David M. Bourg. [Ed.: Robert Denn] 1. ed. Beijing ; Cambridge ; Farnham ; Köln ; Paris ; Sebastopol ; Taip O'Reilly 2002 XVI, 326 S. Ill., graph. Darst. : 23 cm txt rdacontent n rdamedia nc rdacarrier Literaturverz. S. 313 - 317 Physikalisches System - Echtzeitsimulation - Computerspiel - Programmierung Physics Video games Design Echtzeitsimulation (DE-588)4328790-6 gnd rswk-swf Physikalisches System (DE-588)4174610-7 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Physikalisches System (DE-588)4174610-7 s Echtzeitsimulation (DE-588)4328790-6 s Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s DE-604 DNB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009698917&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Bourg, David M. Physics for game developers [enriching game content with physics based realism] Physikalisches System - Echtzeitsimulation - Computerspiel - Programmierung Physics Video games Design Echtzeitsimulation (DE-588)4328790-6 gnd Physikalisches System (DE-588)4174610-7 gnd Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd |
subject_GND | (DE-588)4328790-6 (DE-588)4174610-7 (DE-588)4010457-6 (DE-588)4076370-5 |
title | Physics for game developers [enriching game content with physics based realism] |
title_auth | Physics for game developers [enriching game content with physics based realism] |
title_exact_search | Physics for game developers [enriching game content with physics based realism] |
title_full | Physics for game developers [enriching game content with physics based realism] David M. Bourg. [Ed.: Robert Denn] |
title_fullStr | Physics for game developers [enriching game content with physics based realism] David M. Bourg. [Ed.: Robert Denn] |
title_full_unstemmed | Physics for game developers [enriching game content with physics based realism] David M. Bourg. [Ed.: Robert Denn] |
title_short | Physics for game developers |
title_sort | physics for game developers enriching game content with physics based realism |
title_sub | [enriching game content with physics based realism] |
topic | Physikalisches System - Echtzeitsimulation - Computerspiel - Programmierung Physics Video games Design Echtzeitsimulation (DE-588)4328790-6 gnd Physikalisches System (DE-588)4174610-7 gnd Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd |
topic_facet | Physikalisches System - Echtzeitsimulation - Computerspiel - Programmierung Physics Video games Design Echtzeitsimulation Physikalisches System Computerspiel Programmierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009698917&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT bourgdavidm physicsforgamedevelopersenrichinggamecontentwithphysicsbasedrealism |