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Cover image for Physics modeling for game programmers
Title:
Physics modeling for game programmers
Personal Author:
Publication Information:
Boston, MA : Thomson/Premier, 2004
Physical Description:
1v + CD-ROM
ISBN:
9781592000937
General Note:
Accompanied by compact disc : CP 5768

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Library
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Item Category 1
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30000010076111 QA76.76.C672 C65 2004 Open Access Book Book
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30000010081659 QA76.76.C672 C65 2004 Unknown 1:CHECKING
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30000010079763 QA76.76.C672 C65 2004 Open Access Book Book
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Summary

Summary

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.


Table of Contents

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
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