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Physics for game developers : leverage physics in games and more / by David M. Bourg, Kenneth Humphreys, Bryan Bywalec.

By: Contributor(s): Material type: TextTextPublication details: California (USA) : O'Reilly, 2013.Edition: 2nd edDescription: 500 p. ; 24 cmISBN:
  • 9781449392512 (Paper)
Subject(s):
Holdings
Item type Current library Call number Status Date due Barcode
Standard Loan Thurles Library Main Collection 530.024 BOU (Browse shelf(Opens below)) Available 30026000067057

Enhanced descriptions from Syndetics:

If you want to enrich your game's experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You'll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You'll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices.

Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team.

Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays Capture 3D sound effects with the OpenAL audio API

Table of contents provided by Syndetics

  • Preface (p. xi)
  • Part I Fundamentals
  • 1 Basic Concepts (p. 3)
  • Newton's Laws of Motion (p. 3)
  • Units and Measures (p. 4)
  • Coordinate System (p. 6)
  • Vectors (p. 7)
  • Derivatives and Integrals (p. 8)
  • Mass, Center of Mass, and Moment of Inertia (p. 9)
  • Newton's Second Law of Motion (p. 20)
  • Inertia Tensor (p. 24)
  • Relativistic Time (p. 29)
  • 2 Kinematics (p. 35)
  • Velocity and Acceleration (p. 36)
  • Constant Acceleration (p. 39)
  • Nonconstant Acceleration (p. 41)
  • 2D Particle Kinematics (p. 42)
  • 3D Particle Kinematics (p. 45)
  • X Components (p. 46)
  • Y Components (p. 47)
  • Z Components (p. 48)
  • The Vectors (p. 48)
  • Hitting the Target (p. 49)
  • Kinematic Particle Explosion (p. 54)
  • Rigid-Body Kinematics (p. 61)
  • Local Coordinate Axes (p. 62)
  • Angular Velocity and Acceleration (p. 62)
  • 3 Force (p. 71)
  • Forces (p. 71)
  • Force Fields (p. 72)
  • Friction (p. 73)
  • Fluid Dynamic Drag (p. 75)
  • Pressure (p. 76)
  • Buoyancy (p. 77)
  • Springs and Dampers (p. 79)
  • Force and Torque (p. 80)
  • Summary (p. 83)
  • 4 Kinetics (p. 85)
  • Particle Kinetics in 2D (p. 87)
  • Particle Kinetics in 3D (p. 91)
  • X Components (p. 94)
  • Y Components (p. 95)
  • Z Components (p. 95)
  • Cannon Revised (p. 95)
  • Rigid-Body Kinetics (p. 99)
  • 5 Collisions (p. 103)
  • Impulse-Momentum Principle (p. 104)
  • Impact (p. 105)
  • Linear and Angular Impulse (p. 112)
  • Friction (p. 115)
  • 6 Projectiles (p. 119)
  • Simple Trajectories (p. 120)
  • Drag (p. 124)
  • Magnus Effect (p. 132)
  • Variable Mass (p. 138)
  • Part II Rigid-Body Dynamics
  • 7 Real-Time Simulations (p. 143)
  • Integrating the Equations of Motion (p. 144)
  • Euler's Method (p. 146)
  • Better Methods (p. 153)
  • Summary (p. 159)
  • 8 Particles (p. 161)
  • Simple Particle Model (p. 166)
  • Integrator (p. 169)
  • Rendering (p. 170)
  • The Basic Simulator (p. 170)
  • Implementing External Forces (p. 172)
  • Implementing Collisions (p. 175)
  • Particle-to-Ground Collisions (p. 175)
  • Particle-to-Obstacle Collisions (p. 181)
  • Tuning (p. 186)
  • 9 2D Rigid-Body Simulator (p. 189)
  • Model (p. 190)
  • Transforming Coordinates (p. 197)
  • Integrator (p. 198)
  • Rendering (p. 200)
  • The Basic Simulator (p. 201)
  • Tuning (p. 204)
  • 10 Implementing Collision Response (p. 205)
  • Linear Collision Response (p. 206)
  • Angular Effects (p. 213)
  • 11 Rotation in 3D Rigid-Body Simulators (p. 227)
  • Rotation Matrices (p. 228)
  • Quaternions (p. 232)
  • Quaternion Operations (p. 234)
  • Quaternions in 3D Simulators (p. 239)
  • 12 3D Rigid-Body Simulator (p. 243)
  • Model (p. 243)
  • Integration (p. 247)
  • Flight Controls (p. 250)
  • 13 Connecting Objects (p. 255)
  • Springs and Dampers (p. 257)
  • Connecting Particles (p. 258)
  • Rope (p. 258)
  • Connecting Rigid Bodies (p. 265)
  • Links (p. 265)
  • Rotational Restraint (p. 275)
  • 14 Physics Engines (p. 281)
  • Building Your Own Physics Engine (p. 281)
  • Physics Models (p. 283)
  • Simulated Objects Manager (p. 284)
  • Collision Detection (p. 285)
  • Collision Response (p. 286)
  • Force Effectors (p. 287)
  • Numerical Integrator (p. 288)
  • Part III Physical Modeling
  • 15 Aircraft (p. 293)
  • Geometry (p. 294)
  • Lift and Drag (p. 297)
  • Other Forces (p. 302)
  • Control (p. 303)
  • Modeling (p. 305)
  • 16 Ships and Boats (p. 321)
  • Stability and Sinking (p. 323)
  • Stability (p. 323)
  • Sinking (p. 325)
  • Ship Motions (p. 326)
  • Heave (p. 327)
  • Roll (p. 327)
  • Pitch (p. 328)
  • Coupled Motions (p. 328)
  • Resistance and Propulsion (p. 328)
  • General Resistance (p. 328)
  • Propulsion (p. 334)
  • Maneuverability (p. 335)
  • Rudders and Thrust Vectoring (p. 336)
  • 17 Cars and Hovercraft (p. 339)
  • Cars (p. 339)
  • Resistance (p. 339)
  • Power (p. 340)
  • Stopping Distance (p. 341)
  • Steering (p. 342)
  • Hovercraft (p. 345)
  • How Hovercraft Work (p. 345)
  • Resistance (p. 347)
  • Steering (p. 350)
  • 18 Guns and Explosions (p. 353)
  • Projectile Motion (p. 353)
  • Taking Aim (p. 355)
  • Zeroing the Sights (p. 357)
  • Breathing and Body Position (p. 360)
  • Recoil and Impact (p. 361)
  • Explosions (p. 362)
  • Particle Explosions (p. 363)
  • Polygon Explosions (p. 366)
  • 19 Sports (p. 369)
  • Modeling a Golf Swing (p. 370)
  • Solving the Golf Swing Equations (p. 373)
  • Billiards (p. 378)
  • Implementation (p. 380)
  • Initialization (p. 383)
  • Stepping the Simulation (p. 386)
  • Calculating Forces (p. 388)
  • Handling Collisions (p. 393)
  • Part IV Digital Physics
  • 20 Touch Screens (p. 403)
  • Types of Touch Screens (p. 403)
  • Resistive (p. 403)
  • Capacitive (p. 404)
  • Infrared and Optical Imaging (p. 404)
  • Exotic: Dispersive Signal and Surface Acoustic Wave (p. 404)
  • Step-by-Step Physics (p. 404)
  • Resistive Touch Screens (p. 404)
  • Capacitive Touch Screens (p. 408)
  • Example Program (p. 410)
  • Multitouch (p. 410)
  • Other Considerations (p. 411)
  • Haptic Feedback (p. 411)
  • Modeling Touch Screens in Games (p. 411)
  • Difference from Mouse-Based Input (p. 412)
  • Custom Gestures (p. 412)
  • 21 Accelerometers (p. 413)
  • Accelerometer Theory (p. 414)
  • MEMS Accelerometers (p. 416)
  • Common Accelerometer Specifications (p. 417)
  • Data Clipping (p. 417)
  • Sensing Orientation (p. 418)
  • Sensing Tilt (p. 420)
  • Using Tilt to Control a Sprite (p. 420)
  • Two Degrees of Freedom (p. 421)
  • 22 Gaming from One Place to Another (p. 427)
  • Location-Based Gaming (p. 427)
  • Geocaching and Reverse Geocaching (p. 428)
  • Mixed Reality (p. 428)
  • Street Games (p. 428)
  • What Time Is It? (p. 429)
  • Two-Dimensional Mathematical Treatment (p. 429)
  • Location, Location, Location (p. 433)
  • Distance (p. 433)
  • Great-Circle Heading (p. 435)
  • Rhumb Line (p. 436)
  • 23 Pressure Sensors and Load Cells (p. 439)
  • Under Pressure (p. 440)
  • Example Effects of High Pressure (p. 440)
  • Button Mashing (p. 442)
  • Load Cells (p. 444)
  • Barometers (p. 448)
  • 24 3D Display (p. 451)
  • Binocular Vision (p. 451)
  • Stereoscopic Basics (p. 454)
  • The Left and Right Frustums (p. 454)
  • Types of Display (p. 458)
  • Complementary-Color Anaglyphs (p. 458)
  • Linear and Circular Polarization (p. 459)
  • Liquid-Crystal Plasma (p. 462)
  • Autostereoscopy (p. 463)
  • Advanced Technologies (p. 465)
  • Programming Considerations (p. 467)
  • Active Stereoization (p. 467)
  • Passive Stereoization (p. 469)
  • 25 Optical Tracking (p. 471)
  • Sensors and SDKs (p. 472)
  • Kinect (p. 472)
  • OpenCV (p. 473)
  • Numerical Differentiation (p. 474)
  • 26 Sound (p. 477)
  • What Is Sound? (p. 477)
  • Characteristics of and Behavior of Sound Waves (p. 481)
  • Harmonic Wave (p. 481)
  • Superposition (p. 483)
  • Speed of Sound (p. 484)
  • Attenuation (p. 485)
  • Reflection (p. 486)
  • Doppler Effect (p. 488)
  • 3D Sound (p. 489)
  • How We Hear in 3D (p. 489)
  • A Simple Example (p. 491)
  • A Vector Operations (p. 495)
  • B Matrix Operations (p. 507)
  • C Quaternion Operations (p. 517)
  • Bibliography (p. 529)
  • Index (p. 535)

Author notes provided by Syndetics

David Bourg, owner of MiNO Marine--a Naval architecture and marine services firm--also formed a company in the 1990s that developed children's games, casino games, and various PC to Mac ports. He's the co-author of AI for Game Programmers (O'Reilly).
Bryan Bywalec is an architect at MiNO Marine, where accurate simulation of the physical world is necessary on a daily basis. In his passion for physics, he enjoys modding games (like Kerble Space Program) that places physics on center stage.

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