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Physics for Game Developers

Physics for Game Developers

David M. Bourg

344 pages, parution le 01/11/2001

Résumé

Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism.

Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including:

  • The trajectory of rockets and missiles, including the effects of fuel burn off
  • The collision of objects such as billiard balls
  • The stability of cars racing around tight curves
  • The dynamics of boats and other waterborne vehicles
  • The flight path of a baseball after being struck by a bat
  • The flight characteristics of airplanes
You don't need to be a physics expert to learn from Physics for Game Developers, but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.

Contents

Preface
1. Basic Concepts
2. Kinematics
3. Force
4. Kinetics
5. Collisions
6. Projectiles
7. Aircraft
8. Ships
9. Hovercraft
10. Cars
11. Real-Time Simulations
12. 2D Rigid Body Simulator
13. Implementing Collision Response
14. Rigid Body Rotation
15. 3D Rigid Body Simulator
16. Multiple Bodies in 3D
17. Particle Systems
App. A Vector Operations
App. B Matrix Operations
App. C Quaternion Operations
Bibliography
Index

L'auteur - David M. Bourg

As a naval architect and marine engineer, David M. Bourg performs computer simulations and develops analysis tools that measure such things as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to David's practical engineering background, he's professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massively multiplayer online role-playing game, several Java-based multiplayer games, and the porting of Hasbro's "Breakout" to the Macintosh.

Caractéristiques techniques

  PAPIER
Éditeur(s) O'Reilly
Auteur(s) David M. Bourg
Parution 01/11/2001
Nb. de pages 344
Format 17,8 x 23,4
Couverture Broché
Poids 564g
Intérieur Noir et Blanc
EAN13 9780596000066
ISBN13 978-0-596-00006-6

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