Game physics engine development:
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier[u.a.]
2007
|
Schriftenreihe: | The Morgan Kaufmann series in interactive 3D technology
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXI, 456 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
ISBN: | 9780123694713 012369471X 9780123737229 0123737222 |
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100 | 1 | |a Millington, Ian |e Verfasser |4 aut | |
245 | 1 | 0 | |a Game physics engine development |c Ian Millington |
264 | 1 | |a Amsterdam [u.a.] |b Elsevier[u.a.] |c 2007 | |
300 | |a XXI, 456 S. |b Ill., graph. Darst. |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
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338 | |b nc |2 rdacarrier | ||
490 | 0 | |a The Morgan Kaufmann series in interactive 3D technology | |
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Datensatz im Suchindex
_version_ | 1804136566111600640 |
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adam_text | Contents
List of Figures
xvi
Preface
xix
Chapter
J. Introduction
і
1.1
What Is Game Physics?
2
1.2
What Is a Physics Engine?
2
1.2.1
Advantages of a Physics Engine
3
1.2.2
Weaknesses of a Physics Engine
4
1.3
Approaches to Physics Engines
5
1.3.1
Types of Object
5
1.3.2
Contact Resolution
5
1.3.3
Impulses and Forces
6
1.3.4
What We re Building
7
1.4
The Mathematics of Physics Engines
7
1.4.1
The Math You Need to Know
8
1.4.2
The Math We ll Review
9
1.4.3
The Math We ll Introduce
10
1.5
The Source Code in This Book
10
1.6
How this Book Is Structured
11
Part I Particle Physics
13
Chapter
jLi The Mathematics of Particles
15
2.1
Vectors
15
2.1.1
The Handedness of Space
19
2.1.2
Vectors and
Directions
2.1.3
Scalar and Vector Multiplication
2.1.4
Vector Addition and Subtraction
2.1.5
Multiplying Vectors
2.1.6
The Component Product
2.1.7
The Scalar Product
2.1.8
The Vector Product
2.1.9
The
Orthonormal
Basis
2.2
Calculus
2.2.1
Differential Calculus
2.2.2
Integral Calculus
2.3
Summary
20
23
24
27
28
29
31
35
35
36
40
42
Chapter
The Laws of Motion
3.1
A Particle
3.2
The First Two Laws
3.2.1
The First Law
3.2.2
The Second Law
3.2.3
The Force Equations
3.2.4
Adding Mass to Particles
3.2.5
Momentum and Velocity
3.2.6
The Force of Gravity
3.3
The Integrator
3.3.1
The Update Equations
3.3.2
The Complete Integrator
3.4
Summary
43
43
44
45
46
46
47
48
48
50
51
52
54
Chapter
The Particle Physics Engine
4.1
Ballistics
4.1.1
Setting Projectile Properties
4.1.2
Implementation
4.2
Fireworks
4.2.1
The Fireworks Data
4.2.2
The Fireworks Rules
4.2.3
The Implementation
4.3
Summary
55
55
56
57
60
60
61
63
66
Part II Mass-Aggregate Physics
67
Chapter
Adding General Forces
5.1
D Alembert s Principle
5.2
Force Generators
5.2.1
Interfaces and Polymorphism
5.2.2
Implementation
5.2.3
A Gravity Force Generator
5.2.4
A Drag Force Generator
5.3
Built-in Gravity and Damping
5.4
Summary
Chapter
Springs and Springlike Things
6.1
Hook s Law
6.1.1
The Limit of Elasticity
6.1.2
Springlike Things
6.2
Springlike Force Generators
6.2.1
A Basic Spring Generator
6.2.2
An Anchored Spring Generator
6.2.3
An Elastic Bungee Generator
6.2.4
A Buoyancy Force Generator
6.3
Stiff Springs
6.3.1
The Problem of Stiff Springs
6.3.2
Faking Stiff Springs
6.4
Summary
Chapter
Hard Constraints
7.1
Simple Collision Resolution
7.1.1
The Closing Velocity
7.1.2
The Coefficient of Restitution
7.1.3
The Collision Direction and the Contact Normal
7.1.4
Impulses
69
69
72
73
73
76
77
79
79
81
81
83
83
83
84
86
87
89
93
93
95
101
103
103
104
105
105
107
7.2
Collision
Processing
108
7.2.1
Collision
Detection 111
7.2.2
Resolving
Interpénétration
112
7.2.3
Resting Contacts
116
7.3
The Contact
Resolver
Algorithm
119
7.3.1
Resolution Order
120
7.3.2
Time-Division Engines
124
7.4
COLLISIONLIKE THINGS
125
7.4.1
Cables
126
7.4.2
Rods
128
7.5
Summary
131
Chapter
8
The Mass-Aggregate Physics Engine
ізз
8.1
Overview of the Engine
133
8.2
Using the Physics Engine
139
8.2.1
Rope-Bridges and Cables
139
8.2.2
Friction
140
8.2.3
Blob Games
141
8.3
Summary
142
Part III Rigid-Body Physics
143
Chapter
Zr The Mathematics of Rotations
145
9.1
Rotating Objects in Two Dimensions
145
9.1.1
The Mathematics of Angles
146
9.1.2
Angular Speed
148
9.1.3
The Origin and the Center of Mass
148
9.2
Orientation in Three Dimensions
152
9.2.1
Euler
Angles
153
9.2.2
Axis-Angle
155
9.2.3
Rotation Matrices
156
9.2.4
Quaternions
157
9.3
Angular Velocity and Acceleration
159
9.3.1
The Velocity of a Point
160
9.3.2
Angular Acceleration
160
9.4
Implementing the Mathematics
161
9.4.1
The Matrix Classes
161
9.4.2
Matrix Multiplication
162
9.4.3
The Matrix Inverse and Transpose
171
9.4.4
Converting a Quaternion to a Matrix
178
9.4.5
Transforming Vectors
180
9.4.6
Changing the Basis of a Matrix
184
9.4.7
The Quaternion Class
186
9.4.8
Normalizing Quaternions
187
9.4.9
Combining Quaternions
188
9.4.10
Rotating
189
9.4.11
Updating by the Angular Velocity
190
9.5
Summary
191
Chapter
10
Laws of Motion for Rigid Bodies
193
10.1
The Rigid Body
193
10.2
Newton
2
for Rotation
196
10.2.1
Torque
197
10.2.2
The Moment of Inertia
198
10.2.3
The Inertia Tensor in World Coordinates
202
10.3
D Alembert for Rotation
205
10.3.1
Force Generators
208
10.4
The Rigid-Body Integration
210
10.5
Summary
212
Chapter
11
The Rigid-Body Physics Engine
213
11.1
Overview of the Engine
213
11.2
Using the Physics Engine
216
11.2.1
A Flight Simulator
216
11.2.2
A Sailing Simulator
222
11.3
Summary
227
Chapter
12
Collision Detection
23
і
12.1
Collision Detection Pipeline
232
12.2
Coarse Collision Detection
232
12.3
Bounding Volumes
233
12.3.1
Hierarchies
235
12.3.2
Building the Hierarchy
241
12.3.3
Sub-Object Hierarchies
250
12.4
Spatial Data Structures
251
12.4.1
Binary Space Partitioning
251
12.4.2
Oct-Trees and Quad-Trees
255
12.4.3
Grids
258
12.4.4
Multi-Resolution Maps
260
12.5
Summary
261
Chapter
13
Generating Contacts
263
13.1
Collision Geometry
264
13.1.1
Primitive Assemblies
264
13.1.2
Generating Collision Geometry
265
13.2
Contact Generation
265
13.2.1
Contact Data
267
13.2.2
Point-Face Contacts
269
13.2.3
Edge-Edge Contacts
269
13.2.4
Edge-Face Contacts
271
13.2.5
Face-Face Contacts
271
13.2.6
Early-Outs
272
13.3
Primitive Collision Algorithms
273
13.3.1
Colliding Two Spheres
274
13.3.2
Colliding a Sphere and a Plane
276
13.3.3
Colliding a Box and a Plane
279
13.3.4
Colliding a Sphere and a Box
282
13.3.5
Colliding Two Boxes
287
13.3.6
Efficiency and General Polyhedra
297
13.4
SUMMARY
297
Part V Contact Physics
299
Chapter
14
Collision Resolution
зо і
14.1
Impulses and Impulsive Torques
301
14.1.1
Impulsive Torque
302
14.1.2
Rotating Collisions
304
14.1.3
Handling Rotating Collisions
305
14.2
Collision Impulses
306
14.2.1
Change to Contact Coordinates
306
14.2.2
Velocity Change by Impulse
313
14.2.3
Impulse Change by Velocity
317
14.2.4
Calculating the Desired Velocity Change
318
14.2.5
Calculating the Imp ulse
319
14.2.6
Applying the Impulse
320
14.3
Resolving
Interpénétration
321
14.3.1
Choosing a Resolution Method
321
14.3.2
Implementing Nonlinear Projection
325
14.3.3
Avoiding Excessive Rotation
328
14.4
The Collision Resolution Process
330
14.4.1
The Collision Resolution Pipeline
331
14.4.2
Preparing Contact Data
333
14.4.3
Resolving Penetration
337
14.4.4
Resolving Velocity
344
14.4.5
Alternative Update Algorithms
346
14.5
Summary
349
Chapter
15
Resting Contacts and Friction
351
15.1
Resting Forces
352
15.1.1
Force Calculations
353
15.2
Micro-collisions
354
15.2.1
Removing Accelerated Velocity
356
15.2.2
Lowering the Restitution
357
15.2.3
The New Velocity Calculation
357
15.3
Types of Friction
358
15.3.1
Static and Dynamic Friction
359
15.3.2 Isotropie
and
Anisotropie
Friction
361
15.4
Implementing Friction
362
15.4.1
Friction as Impulses
363
15.4.2
Modifying the Velocity
Resolution
Algorithm
365
15.4.3
Putting It All Together
371
15.5
Friction and Sequential Contact Resolution
373
15.6
Summary
374
Chapter
16
Stability and Optimization
375
16.1
stability
375
16.1.1
Quaternion Drift
376
16.1.2
Interpénétration
on Slopes
377
16.1.3
Integration Stability
379
16.1.4
The Benefit of Pessimistic Collision Detection
380
16.1.5
Changing Mathematical Accuracy
381
16.2
Optimizations
383
16.2.1
Sleep
383
16.2.2
Margins of Error for Penetration and Velocity
390
16.2.3
Contact Grouping
393
16.2.4
Code Optimizations
394
16.3
Summary
397
Chapter
17
Putting It All Together
399
17.1
overview of the engine
399
17.2
Using the Physics Engine
401
17.2.1
Ragdolls
402
17.2.2
Fracture Physics
405
17.2.3
Explosive Physics
411
17.3
LIMITATIONS OF THE ENGINE
418
17.3.1
Stacks
418
17.3.2
Reaction Force Friction
419
17.3.3
Joint Assemblies
419
17.3.4
Stiff Springs
419
17.4
Summary
419
Part VI What Comes Next?
42 1
Chapter
18
Other Types of Physics
423
18.1
Simultaneous Contact Resolution
423
18.1.1
Thejacobian
424
18.1.2
The Linear
Complementary
Problem 425
18.2
Reduced Coordinate Approaches
428
18.3
Summary
429
Appendices
В
D
Common Inertia Tensors
43
і
A.I Discrete Masses
431
A.2 Continuous Masses
432
A.3 Common Shapes
432
A.3.1 Cuboid
432
A.3.2 Sphere
432
A.3.3 Cylinder
433
A.3.4 Cone
433
Useful Friction Coefficients for Games
434
Other Programming Languages
435
Cl C
435
C.2 Java
436
C.3 Common Language Runtime (.NET)
436
C.4
L
и а
436
Mathematics Summary
438
D.I Vectors
438
D.2 Quaternions
439
D.3 Matrices
440
D.4 Integration
441
D.5 Physics
442
D.6 Other Formulae
443
Bibliography
445
Index
447
|
adam_txt |
Contents
List of Figures
xvi
Preface
xix
Chapter
J. Introduction
і
1.1
What Is Game Physics?
2
1.2
What Is a Physics Engine?
2
1.2.1
Advantages of a Physics Engine
3
1.2.2
Weaknesses of a Physics Engine
4
1.3
Approaches to Physics Engines
5
1.3.1
Types of Object
5
1.3.2
Contact Resolution
5
1.3.3
Impulses and Forces
6
1.3.4
What We're Building
7
1.4
The Mathematics of Physics Engines
7
1.4.1
The Math You Need to Know
8
1.4.2
The Math We'll Review
9
1.4.3
The Math We'll Introduce
10
1.5
The Source Code in This Book
10
1.6
How this Book Is Structured
11
Part I Particle Physics
13
Chapter
jLi The Mathematics of Particles
15
2.1
Vectors
15
2.1.1
The Handedness of Space
19
2.1.2
Vectors and
Directions
2.1.3
Scalar and Vector Multiplication
2.1.4
Vector Addition and Subtraction
2.1.5
Multiplying Vectors
2.1.6
The Component Product
2.1.7
The Scalar Product
2.1.8
The Vector Product
2.1.9
The
Orthonormal
Basis
2.2
Calculus
2.2.1
Differential Calculus
2.2.2
Integral Calculus
2.3
Summary
20
23
24
27
28
29
31
35
35
36
40
42
Chapter
The Laws of Motion
3.1
A Particle
3.2
The First Two Laws
3.2.1
The First Law
3.2.2
The Second Law
3.2.3
The Force Equations
3.2.4
Adding Mass to Particles
3.2.5
Momentum and Velocity
3.2.6
The Force of Gravity
3.3
The Integrator
3.3.1
The Update Equations
3.3.2
The Complete Integrator
3.4
Summary
43
43
44
45
46
46
47
48
48
50
51
52
54
Chapter
The Particle Physics Engine
4.1
Ballistics
4.1.1
Setting Projectile Properties
4.1.2
Implementation
4.2
Fireworks
4.2.1
The Fireworks Data
4.2.2
The Fireworks Rules
4.2.3
The Implementation
4.3
Summary
55
55
56
57
60
60
61
63
66
Part II Mass-Aggregate Physics
67
Chapter
Adding General Forces
5.1
D'Alembert's Principle
5.2
Force Generators
5.2.1
Interfaces and Polymorphism
5.2.2
Implementation
5.2.3
A Gravity Force Generator
5.2.4
A Drag Force Generator
5.3
Built-in Gravity and Damping
5.4
Summary
Chapter
Springs and Springlike Things
6.1
Hook's Law
6.1.1
The Limit of Elasticity
6.1.2
Springlike Things
6.2
Springlike Force Generators
6.2.1
A Basic Spring Generator
6.2.2
An Anchored Spring Generator
6.2.3
An Elastic Bungee Generator
6.2.4
A Buoyancy Force Generator
6.3
Stiff Springs
6.3.1
The Problem of Stiff Springs
6.3.2
Faking Stiff Springs
6.4
Summary
Chapter
Hard Constraints
7.1
Simple Collision Resolution
7.1.1
The Closing Velocity
7.1.2
The Coefficient of Restitution
7.1.3
The Collision Direction and the Contact Normal
7.1.4
Impulses
69
69
72
73
73
76
77
79
79
81
81
83
83
83
84
86
87
89
93
93
95
101
103
103
104
105
105
107
7.2
Collision
Processing
108
7.2.1
Collision
Detection 111
7.2.2
Resolving
Interpénétration
112
7.2.3
Resting Contacts
116
7.3
The Contact
Resolver
Algorithm
119
7.3.1
Resolution Order
120
7.3.2
Time-Division Engines
124
7.4
COLLISIONLIKE THINGS
125
7.4.1
Cables
126
7.4.2
Rods
128
7.5
Summary
131
Chapter
8
The Mass-Aggregate Physics Engine
ізз
8.1
Overview of the Engine
133
8.2
Using the Physics Engine
139
8.2.1
Rope-Bridges and Cables
139
8.2.2
Friction
140
8.2.3
Blob Games
141
8.3
Summary
142
Part III Rigid-Body Physics
143
Chapter
Zr The Mathematics of Rotations
145
9.1
Rotating Objects in Two Dimensions
145
9.1.1
The Mathematics of Angles
146
9.1.2
Angular Speed
148
9.1.3
The Origin and the Center of Mass
148
9.2
Orientation in Three Dimensions
152
9.2.1
Euler
Angles
153
9.2.2
Axis-Angle
155
9.2.3
Rotation Matrices
156
9.2.4
Quaternions
157
9.3
Angular Velocity and Acceleration
159
9.3.1
The Velocity of a Point
160
9.3.2
Angular Acceleration
160
9.4
Implementing the Mathematics
161
9.4.1
The Matrix Classes
161
9.4.2
Matrix Multiplication
162
9.4.3
The Matrix Inverse and Transpose
171
9.4.4
Converting a Quaternion to a Matrix
178
9.4.5
Transforming Vectors
180
9.4.6
Changing the Basis of a Matrix
184
9.4.7
The Quaternion Class
186
9.4.8
Normalizing Quaternions
187
9.4.9
Combining Quaternions
188
9.4.10
Rotating
189
9.4.11
Updating by the Angular Velocity
190
9.5
Summary
191
Chapter
10
Laws of Motion for Rigid Bodies
193
10.1
The Rigid Body
193
10.2
Newton
2
for Rotation
196
10.2.1
Torque
197
10.2.2
The Moment of Inertia
198
10.2.3
The Inertia Tensor in World Coordinates
202
10.3
D'Alembert for Rotation
205
10.3.1
Force Generators
208
10.4
The Rigid-Body Integration
210
10.5
Summary
212
Chapter
11
The Rigid-Body Physics Engine
213
11.1
Overview of the Engine
213
11.2
Using the Physics Engine
216
11.2.1
A Flight Simulator
216
11.2.2
A Sailing Simulator
222
11.3
Summary
227
Chapter
12
Collision Detection
23
і
12.1
Collision Detection Pipeline
232
12.2
Coarse Collision Detection
232
12.3
Bounding Volumes
233
12.3.1
Hierarchies
235
12.3.2
Building the Hierarchy
241
12.3.3
Sub-Object Hierarchies
250
12.4
Spatial Data Structures
251
12.4.1
Binary Space Partitioning
251
12.4.2
Oct-Trees and Quad-Trees
255
12.4.3
Grids
258
12.4.4
Multi-Resolution Maps
260
12.5
Summary
261
Chapter
13
Generating Contacts
263
13.1
Collision Geometry
264
13.1.1
Primitive Assemblies
264
13.1.2
Generating Collision Geometry
265
13.2
Contact Generation
265
13.2.1
Contact Data
267
13.2.2
Point-Face Contacts
269
13.2.3
Edge-Edge Contacts
269
13.2.4
Edge-Face Contacts
271
13.2.5
Face-Face Contacts
271
13.2.6
Early-Outs
272
13.3
Primitive Collision Algorithms
273
13.3.1
Colliding Two Spheres
274
13.3.2
Colliding a Sphere and a Plane
276
13.3.3
Colliding a Box and a Plane
279
13.3.4
Colliding a Sphere and a Box
282
13.3.5
Colliding Two Boxes
287
13.3.6
Efficiency and General Polyhedra
297
13.4
SUMMARY
297
Part V Contact Physics
299
Chapter
14
Collision Resolution
зо і
14.1
Impulses and Impulsive Torques
301
14.1.1
Impulsive Torque
302
14.1.2
Rotating Collisions
304
14.1.3
Handling Rotating Collisions
305
14.2
Collision Impulses
306
14.2.1
Change to Contact Coordinates
306
14.2.2
Velocity Change by Impulse
313
14.2.3
Impulse Change by Velocity
317
14.2.4
Calculating the Desired Velocity Change
318
14.2.5
Calculating the Imp ulse
319
14.2.6
Applying the Impulse
320
14.3
Resolving
Interpénétration
321
14.3.1
Choosing a Resolution Method
321
14.3.2
Implementing Nonlinear Projection
325
14.3.3
Avoiding Excessive Rotation
328
14.4
The Collision Resolution Process
330
14.4.1
The Collision Resolution Pipeline
331
14.4.2
Preparing Contact Data
333
14.4.3
Resolving Penetration
337
14.4.4
Resolving Velocity
344
14.4.5
Alternative Update Algorithms
346
14.5
Summary
349
Chapter
15
Resting Contacts and Friction
351
15.1
Resting Forces
352
15.1.1
Force Calculations
353
15.2
Micro-collisions
354
15.2.1
Removing Accelerated Velocity
356
15.2.2
Lowering the Restitution
357
15.2.3
The New Velocity Calculation
357
15.3
Types of Friction
358
15.3.1
Static and Dynamic Friction
359
15.3.2 Isotropie
and
Anisotropie
Friction
361
15.4
Implementing Friction
362
15.4.1
Friction as Impulses
363
15.4.2
Modifying the Velocity
Resolution
Algorithm
365
15.4.3
Putting It All Together
371
15.5
Friction and Sequential Contact Resolution
373
15.6
Summary
374
Chapter
16
Stability and Optimization
375
16.1
stability
375
16.1.1
Quaternion Drift
376
16.1.2
Interpénétration
on Slopes
377
16.1.3
Integration Stability
379
16.1.4
The Benefit of Pessimistic Collision Detection
380
16.1.5
Changing Mathematical Accuracy
381
16.2
Optimizations
383
16.2.1
Sleep
383
16.2.2
Margins of Error for Penetration and Velocity
390
16.2.3
Contact Grouping
393
16.2.4
Code Optimizations
394
16.3
Summary
397
Chapter
17
Putting It All Together
399
17.1
overview of the engine
399
17.2
Using the Physics Engine
401
17.2.1
Ragdolls
402
17.2.2
Fracture Physics
405
17.2.3
Explosive Physics
411
17.3
LIMITATIONS OF THE ENGINE
418
17.3.1
Stacks
418
17.3.2
Reaction Force Friction
419
17.3.3
Joint Assemblies
419
17.3.4
Stiff Springs
419
17.4
Summary
419
Part VI What Comes Next?
42 1
Chapter
18
Other Types of Physics
423
18.1
Simultaneous Contact Resolution
423
18.1.1
Thejacobian
424
18.1.2
The Linear
Complementary
Problem 425
18.2
Reduced Coordinate Approaches
428
18.3
Summary
429
Appendices
В
D
Common Inertia Tensors
43
і
A.I Discrete Masses
431
A.2 Continuous Masses
432
A.3 Common Shapes
432
A.3.1 Cuboid
432
A.3.2 Sphere
432
A.3.3 Cylinder
433
A.3.4 Cone
433
Useful Friction Coefficients for Games
434
Other Programming Languages
435
Cl C
435
C.2 Java
436
C.3 Common Language Runtime (.NET)
436
C.4
L
и а
436
Mathematics Summary
438
D.I Vectors
438
D.2 Quaternions
439
D.3 Matrices
440
D.4 Integration
441
D.5 Physics
442
D.6 Other Formulae
443
Bibliography
445
Index
447 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Millington, Ian |
author_facet | Millington, Ian |
author_role | aut |
author_sort | Millington, Ian |
author_variant | i m im |
building | Verbundindex |
bvnumber | BV022476642 |
classification_rvk | SU 500 |
ctrlnum | (OCoLC)634312276 (DE-599)BVBBV022476642 |
discipline | Informatik |
discipline_str_mv | Informatik |
format | Book |
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id | DE-604.BV022476642 |
illustrated | Illustrated |
index_date | 2024-07-02T17:46:47Z |
indexdate | 2024-07-09T20:58:26Z |
institution | BVB |
isbn | 9780123694713 012369471X 9780123737229 0123737222 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-015684052 |
oclc_num | 634312276 |
open_access_boolean | |
owner | DE-Aug4 DE-29T DE-739 DE-703 DE-634 |
owner_facet | DE-Aug4 DE-29T DE-739 DE-703 DE-634 |
physical | XXI, 456 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2007 |
publishDateSearch | 2007 |
publishDateSort | 2007 |
publisher | Elsevier[u.a.] |
record_format | marc |
series2 | The Morgan Kaufmann series in interactive 3D technology |
spelling | Millington, Ian Verfasser aut Game physics engine development Ian Millington Amsterdam [u.a.] Elsevier[u.a.] 2007 XXI, 456 S. Ill., graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier The Morgan Kaufmann series in interactive 3D technology Computerspiel (DE-588)4010457-6 gnd rswk-swf Maschine (DE-588)4037786-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Computerphysik (DE-588)4273564-6 gnd rswk-swf Gesetz Physik (DE-588)4139909-2 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Maschine (DE-588)4037786-6 s Programmierung (DE-588)4076370-5 s Gesetz Physik (DE-588)4139909-2 s DE-604 Computerphysik (DE-588)4273564-6 s 1\p DE-604 Digitalisierung UB Passau application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015684052&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Millington, Ian Game physics engine development Computerspiel (DE-588)4010457-6 gnd Maschine (DE-588)4037786-6 gnd Programmierung (DE-588)4076370-5 gnd Computerphysik (DE-588)4273564-6 gnd Gesetz Physik (DE-588)4139909-2 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4037786-6 (DE-588)4076370-5 (DE-588)4273564-6 (DE-588)4139909-2 |
title | Game physics engine development |
title_auth | Game physics engine development |
title_exact_search | Game physics engine development |
title_exact_search_txtP | Game physics engine development |
title_full | Game physics engine development Ian Millington |
title_fullStr | Game physics engine development Ian Millington |
title_full_unstemmed | Game physics engine development Ian Millington |
title_short | Game physics engine development |
title_sort | game physics engine development |
topic | Computerspiel (DE-588)4010457-6 gnd Maschine (DE-588)4037786-6 gnd Programmierung (DE-588)4076370-5 gnd Computerphysik (DE-588)4273564-6 gnd Gesetz Physik (DE-588)4139909-2 gnd |
topic_facet | Computerspiel Maschine Programmierung Computerphysik Gesetz Physik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015684052&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT millingtonian gamephysicsenginedevelopment |