Cover for Game Physics

Game Physics

Book2004

Authors:

David H. Eberly and Ken Shoemake

Game Physics

Book2004

 

Cover for Game Physics

Authors:

David H. Eberly and Ken Shoemake

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Book description

Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard ... read full description

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  2. Book chapterNo access

    Chapter 1 - Introduction

    Pages 1-11

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    Chapter 2 - Basic Concepts from Physics

    Pages 13-85

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    Chapter 3 - Rigid Body Motion

    Pages 87-160

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    Chapter 4 - Deformable Bodies

    Pages 161-220

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    Chapter 5 - Physics Engines

    Pages 221-365

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    Chapter 6 - Physics and Shader Programs

    Pages 367-389

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    Chapter 7 - Linear Complementarity and Mathematical Programming

    Pages 391-436

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    Chapter 8 - Differential Equations

    Pages 437-455

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    Chapter 9 - Numerical Methods

    Pages 457-506

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    Chapter 10 - Quaternions

    Pages 507-544

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    Appendix A - Linear Algebra

    Pages 545-668

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    Appendix B - Affine Algebra

    Pages 669-689

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    Appendix C - Calculus

    Pages 691-725

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    Appendix D - Ordinary Difference Equations

    Pages 727-738

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    Bibliography

    Pages 739-744

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    Index

    Pages 745-777

About the book

Publisher's Note: Transferred to Taylor & Francis as of 2012

Description

Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary—and hacked physics will do.

Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary—and hacked physics will do.

Key Features

  • Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.
  • Covers special topics not found elsewhere, such as linear complementarity problems and Lagrangian dynamics.
  • Includes exercises for instructional use and a review of essential mathematics.
  • Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.
  • Covers special topics not found elsewhere, such as linear complementarity problems and Lagrangian dynamics.
  • Includes exercises for instructional use and a review of essential mathematics.

Details

ISBN

978-1-55860-740-8

Language

English

Published

2004

Copyright

Copyright © 2004 Elsevier Inc. All rights reserved

Imprint

Morgan Kaufmann

Authors

David H. Eberly

Magic Software, Inc.

Ken Shoemake

Otter Enterprises