如果你打算豐富游戲中現實意義上的物理體驗,這本經典書籍的擴展版本可以為你細化游戲開發中的物理規則。
你將學到碰撞、爆炸、聲音、彈射和其他一些在Wii、PlayStation、xbox、智能手機和平板電腦中使用的效果。你也將了解如何利用諸如加速計和光學跟蹤設備這樣的傳感器。通過所提供的技術背景、公式和一些示例代碼,作者DavidBourg(布爾格)和BryanBywalec(拜沃利克)為你展示了如何開發適合於多種問題的屬於你自己的方案。無論你是孤軍奮戰還是團隊協作,本修訂本都是不可或缺的。
BryanBywalec是MiNOMarine公司的架構師,在那里對物理世界的模擬是日常工作所必需的。他對物理充滿激情,他喜歡修改那些讓物理擔當主角的游戲(比如《KerbleSpaceProgram》)。
目錄
Preface
Part Ⅰ.Fundamentals
1. Basic Concepts
Newton’’s Laws of Motion
Units and Measures
Coordinate System
Vectors
Derivatives and Integrals
Mass, Center of Mass, and Moment of Inertia
Newton’’s Second Law of Motion
Inertia Tensor
Relativistic Time
2. Kinematics
Velocity and Acceleration
Constant Acceleration
Nonconstant Acceleration
2D Particle Kinematics
3D Particle Kinematics
X Components
Y Components
Z Components
The Vectors
Hitting the Target
Kinematic Particle Explosion
Rigid-Body Kinematics
Local Coordinate Axes
Angular Velocity and Acceleration
3. Force
Forces
Force Fields
Friction
Fluid Dynamic Drag
Pressure
Buoyancy
Springs and Dampers
Force and Torque
Summary
4. Kinetics
Particle Kinetics in 2D
Particle Kinetics in 3D
X Components
Y Components
Z Components
Cannon Revised
Rigid-Body Kinetics
5. Collisions
Impulse-Momentum Principle
Impact
Linear and Angular Impulse
Friction
6. Projectiles
Simple Trajectories
Drag
Magnus Effect
Variable Mass
Part Ⅱ.Rigid-BodyDynamics
7. Real-Time Simulations
Integrating the Equations of Motion
Euler’’s Method
Better Methods
……
8. Particles
9. 2D Rigid-Body Simulator
10. Implementing Collision Response
11. Rotation in 3D Rigid-Body Simulators
12. 3D Rigid-BodySimulator
13. Connecting Objects
14. Physics Engines
Part Ⅲ.Physical Modeling
15. Aircraft
16. Ships and Boats
17. Cars and Hovercraft
18. Guns and Explosions
19. Sports
Part Ⅳ.Digital Physics
20. Touch Screens
21. Accelerometers
22. Gaming from One Place to Another
23. Pressure Sensors and Load Cells
24. 3D Display
25. Optical Tracking
26. Sound
A. Vector Operations
B. Matrix Operations
C. Quaternion Operations
Bibliography
Index
Part Ⅰ.Fundamentals
1. Basic Concepts
Newton’’s Laws of Motion
Units and Measures
Coordinate System
Vectors
Derivatives and Integrals
Mass, Center of Mass, and Moment of Inertia
Newton’’s Second Law of Motion
Inertia Tensor
Relativistic Time
2. Kinematics
Velocity and Acceleration
Constant Acceleration
Nonconstant Acceleration
2D Particle Kinematics
3D Particle Kinematics
X Components
Y Components
Z Components
The Vectors
Hitting the Target
Kinematic Particle Explosion
Rigid-Body Kinematics
Local Coordinate Axes
Angular Velocity and Acceleration
3. Force
Forces
Force Fields
Friction
Fluid Dynamic Drag
Pressure
Buoyancy
Springs and Dampers
Force and Torque
Summary
4. Kinetics
Particle Kinetics in 2D
Particle Kinetics in 3D
X Components
Y Components
Z Components
Cannon Revised
Rigid-Body Kinetics
5. Collisions
Impulse-Momentum Principle
Impact
Linear and Angular Impulse
Friction
6. Projectiles
Simple Trajectories
Drag
Magnus Effect
Variable Mass
Part Ⅱ.Rigid-BodyDynamics
7. Real-Time Simulations
Integrating the Equations of Motion
Euler’’s Method
Better Methods
……
8. Particles
9. 2D Rigid-Body Simulator
10. Implementing Collision Response
11. Rotation in 3D Rigid-Body Simulators
12. 3D Rigid-BodySimulator
13. Connecting Objects
14. Physics Engines
Part Ⅲ.Physical Modeling
15. Aircraft
16. Ships and Boats
17. Cars and Hovercraft
18. Guns and Explosions
19. Sports
Part Ⅳ.Digital Physics
20. Touch Screens
21. Accelerometers
22. Gaming from One Place to Another
23. Pressure Sensors and Load Cells
24. 3D Display
25. Optical Tracking
26. Sound
A. Vector Operations
B. Matrix Operations
C. Quaternion Operations
Bibliography
Index
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