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Chapter 1 - Introduction
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Chapter 2 - Basic Concepts from Physics
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Chapter 3 - Rigid Body Motion
Pages 87-160 - Book chapterNo access
Chapter 4 - Deformable Bodies
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Chapter 5 - Physics Engines
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Chapter 6 - Physics and Shader Programs
Pages 367-389 - Book chapterNo access
Chapter 7 - Linear Complementarity and Mathematical Programming
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Chapter 8 - Differential Equations
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Chapter 9 - Numerical Methods
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Chapter 10 - Quaternions
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Appendix A - Linear Algebra
Pages 545-668 - Book chapterNo access
Appendix B - Affine Algebra
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Appendix C - Calculus
Pages 691-725 - Book chapterNo access
Appendix D - Ordinary Difference Equations
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Bibliography
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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