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CHAPTER 1 - Introduction
Pages 1-12 - Book chapterNo access
CHAPTER 2 - Basic Concepts from Physics
Pages 13-84 - Book chapterNo access
CHAPTER 3 - Rigid Body Motion
Pages 85-154 - Book chapterNo access
CHAPTER 4 - Deformable Bodies
Pages 155-212 - Book chapterNo access
CHAPTER 5 - Fluids and Gases
Pages 213-294 - Book chapterNo access
CHAPTER 6 - Physics Engines
Pages 295-538 - Book chapterNo access
CHAPTER 7 - Linear Algebra
Pages 539-658 - Book chapterNo access
CHAPTER 8 - Affine Algebra
Pages 659-678 - Book chapterNo access
CHAPTER 9 - Calculus
Pages 679-712 - Book chapterNo access
CHAPTER 10 - Quaternions
Pages 713-732 - Book chapterNo access
CHAPTER 11 - Differential Equations
Pages 733-751 - Book chapterNo access
CHAPTER 12 - Ordinary Difference Equations
Pages 753-764 - Book chapterNo access
CHAPTER 13 - Numerical Methods
Pages 765-812 - Book chapterNo access
CHAPTER 14 - Linear Complementarity and Mathematical Programming
Pages 813-856 - Book chapterNo access
Bibliography
Pages 857-864 - Book chapterNo access
Color Plates
Pages C1-C16 - Book chapterNo access
Index
Pages 865-900
About the book
Publisher's Note: Transferred to Taylor & Francis as of 2012
Description
"Game Physics, 2nd Edition" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to "Game Physics", all this information is now available in a single, easily accessible volume.
The new 2nd edition is the much-anticipated update that incorporates new info on how to implement a classic rigid-body physics engine, as well as new coverage of ragdoll physics, PLUS a new chapter on Physics Luminaries and their contributions (Ronald Fedkiw, Jos Stam, and James O'Brien).
The CD will contain Wild Magic 5, a large software package for graphics, physics, and related topics. Also, Eberly's associated web site will support the book and CD: www.geometrictools.com.
"Game Physics, 2nd Edition" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to "Game Physics", all this information is now available in a single, easily accessible volume.
The new 2nd edition is the much-anticipated update that incorporates new info on how to implement a classic rigid-body physics engine, as well as new coverage of ragdoll physics, PLUS a new chapter on Physics Luminaries and their contributions (Ronald Fedkiw, Jos Stam, and James O'Brien).
The CD will contain Wild Magic 5, a large software package for graphics, physics, and related topics. Also, Eberly's associated web site will support the book and CD: www.geometrictools.com.
Key Features
--Much-anticipated 2nd edition offers valuable new applications of particle systems, fluids, and gases.
--CD with Wild Magic physics engine, C++ source code that supports the simulations in the book, plus sample apps, and exercises.
--Books tackles the complex, challenging issues that other books avoid - and provides a solid, comprehensive math resource for game developers.
--Much-anticipated 2nd edition offers valuable new applications of particle systems, fluids, and gases.
--CD with Wild Magic physics engine, C++ source code that supports the simulations in the book, plus sample apps, and exercises.
--Books tackles the complex, challenging issues that other books avoid - and provides a solid, comprehensive math resource for game developers.
Details
ISBN
978-0-12-374903-1
Language
English
Published
2010
Copyright
Copyright © 2010 Elsevier Inc. All rights reserved
Imprint
Morgan Kaufmann