TY - BOOK AU - Eberly,David H. ED - ScienceDirect (Online service) TI - Game physics T2 - Interactive 3D technology series SN - 9780123749031 PY - 2010/// CY - Burlington, MA PB - Morgan Kaufmann/Elsevier KW - Computer games KW - Programming KW - Physics KW - Computer simulation KW - Computer graphics KW - Three-dimensional display systems KW - Electronic books KW - local N1 - Includes bibliographical references and index N2 - Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly 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. The 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. This book even describes when real physics isn t necessary - and hacked physics will do. UR - https://www-sciencedirect-com.ezproxy.lit.ie/science/book/9780123749031 ER -