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Physics Modeling for Game Programmers.
Title:
Physics Modeling for Game Programmers.
Author:
Conger, David.
Personal Author:
Physical Description:
1 online resource (544 pages)
Contents:
Contents -- Introduction -- PART ONE: PHYSICS, MATH, AND GAME PROGRAMMING -- Chapter 1 Physics in Games -- How Much Physics Do I Need to Know to Write Games? -- How Much Math Do I Need to Know to Write Games? -- How Much Programming Do I Need to Know? -- Summary -- Chapter 2 Simulating 3-D with DirectX -- What Is DirectX? -- Two Views of DirectX -- Using DirectX -- Summary -- Chapter 3 Mathematical Tools for Physics and 3-D Programming -- The Geometry of Triangles -- 2-D Coordinate Systems -- 3-D and 4-D Coordinate Systems -- Units -- Vectors -- Matrices -- Summary -- Chapter 4 2-D Transformations and Rendering -- 2-D Transformations -- Implementing Transformations: Spinning a Triangle -- Summary -- Chapter 5 3-D Transformations and Rendering -- 3-D Transformations -- The 3-D Pipeline -- Rendering in 3-D -- Summary -- Chapter 6 Meshes and X Files -- Textures -- Materials -- Loading a Mesh -- The d3d_mesh Class -- Summary -- PART TWO: 3-D OBJECTS, MOVEMENT, AND COLLISIONS -- Chapter 7 Dynamics of Particles -- Point Particles -- 1-D Kinematics -- Forces -- 2-D and 3-D Kinematics -- The Modeling Point Masses -- Point Masses in Games -- Summary -- Chapter 8 Collisions of Point Particles -- Collision Detection -- Collision Response -- Summary -- Chapter 9 Rigid Body Dynamics -- Rigid Bodies -- The Center of Mass -- 2-D Rigid Body Rotation -- Rigid Bodies in 3-D -- Orientation -- Implementing Rigid Bodies in 3-D -- Summary -- Chapter 10 Collisions of Rigid Bodies -- Collision Detection -- Collision Response -- Summary -- Chapter 11 Gravity and Projectiles -- Newton's Law of Gravitation -- Projectile Trajectories -- Modeling Projectile Motion -- Summary -- Chapter 12 Mass and Spring Systems -- What Can I Do with Springs? -- It All Starts with Harmonic Motion -- Hooke's Law -- Dampened Harmonic Motion -- Implementing Cloth -- Summary.

Chapter 13 Water and Waves -- Water and Buoyancy -- Resistance to Movement -- Currents in Water -- Waves -- Implementing Water -- Putting Objects in Water -- Summary -- PART THREE: HANDS-ON 3-D SIMULATION -- Chapter 14 Getting Ready for Games -- Redesigning the Physics Modeling Framework -- Introducing DirectInput -- Camera Movement in DirectX -- Summary -- Chapter 15 Cars, Hovercraft, Ships, and Boats -- Cars -- Hovercraft and Antigravity Vehicles -- Ships and Boats -- Summary -- Chapter 16 Aircraft and Spacecraft -- Flight Simulators the Easy Way -- The Physics of Aircraft -- The Physics of Spacecraft -- Summary -- Epilogue -- APPENDIXES -- Appendix A: Glossary -- B -- C -- D -- E -- F -- H -- I -- L -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W -- Y -- Appendix B: A Brief Overview of C++ -- It All Begins with Functions -- Classes and Object-Oriented Programming -- Namespaces -- Inheritance -- Exceptions -- Other Ways of Making Types -- Appendix C: The Basics of Windows Programming -- Welcome to WinMain() -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J-K -- L -- M -- N -- O -- P -- Q-R -- S -- T -- U -- V -- W-Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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