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Kategorie szczegółowe BISAC

Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game

ISBN-13: 9780123819765 / Angielski / Miękka / 2010 / 552 str.

Ian Millington
Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game Millington, Ian 9780123819765 Taylor & Francis Inc - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game

ISBN-13: 9780123819765 / Angielski / Miękka / 2010 / 552 str.

Ian Millington
cena 277,42 zł
(netto: 264,21 VAT:  5%)

Najniższa cena z 30 dni: 275,14 zł
Termin realizacji zamówienia:
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Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation.

Kategorie:
Informatyka
Kategorie BISAC:
Computers > Software Development & Engineering - Computer Graphics
Computers > Programming - Games
Computers > Data Science - Data Modeling & Design
Wydawca:
Taylor & Francis Inc
Język:
Angielski
ISBN-13:
9780123819765
Rok wydania:
2010
Ilość stron:
552
Waga:
1.08 kg
Wymiary:
23.11 x 18.8 x 0.76
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Bibliografia
Glosariusz/słownik
Wydanie ilustrowane

Praise for 1st edition:

"The first game physics book to emphasize building an actual engine...his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools.

"A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code.  You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.

Introduction. Particle Physics: The Mathematics of Particles. The Laws of Motion. The Particle Physics Engine. Mass Aggregate Physics: Adding General Forces. Springs and Spring-Like Things. Hard Constraints. The Mass Aggregate Physics Engine. Rigid-Body Physics: The Mathematics of Rotations. Laws of Motion for Rigid Bodies. The Rigid-Body Physics Engine. Collision Detection: Collision Detection. Generating Contacts. Contact Physics: Collision Resolution. Resting Contacts and Friction. Stability and Optimization. Putting It All Together. Further Topics in Physics: Physics in Two Dimensions. Other Programming Languages. Other Types of Physics. Appendices: Useful Inertia Tensors. Useful Friction Coefficients. Mathematics Summary

Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.



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