Game physics:
Gespeichert in:
Beteilige Person: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | Englisch |
Veröffentlicht: |
Amsterdam
Morgan Kaufmann
2010
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Ausgabe: | 2nd ed |
Schlagwörter: | |
Links: | http://www.sciencedirect.com/science/book/9780123749031 http://www.sciencedirect.com/science/book/9780123749031 |
Beschreibung: | 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. - CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included. - Includes exercises for instructional use and review of essential mathematics. - Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics Includes bibliographical references and index |
ISBN: | 9780123749031 0123749034 |
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500 | |a Includes bibliographical references and index | ||
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Datensatz im Suchindex
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any_adam_object | |
author | Eberly, David H. |
author_facet | Eberly, David H. |
author_role | aut |
author_sort | Eberly, David H. |
author_variant | d h e dh dhe |
building | Verbundindex |
bvnumber | BV044382068 |
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dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
edition | 2nd ed |
format | Electronic eBook |
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id | DE-604.BV044382068 |
illustrated | Not Illustrated |
indexdate | 2024-12-20T18:01:30Z |
institution | BVB |
isbn | 9780123749031 0123749034 |
language | English |
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oclc_num | 733937388 |
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publisher | Morgan Kaufmann |
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spelling | Eberly, David H. Verfasser aut Game physics David H. Eberly 2nd ed Amsterdam Morgan Kaufmann 2010 txt rdacontent c rdamedia cr rdacarrier 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. - CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included. - Includes exercises for instructional use and review of essential mathematics. - Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics Includes bibliographical references and index Computer games / Programming fast Computer graphics fast Physics / Computer simulation fast Three-dimensional display systems fast Computer games Programming Physics Computer simulation Computer graphics Three-dimensional display systems Computerspiel (DE-588)4010457-6 gnd rswk-swf Softwareentwicklung (DE-588)4116522-6 gnd rswk-swf Simulation (DE-588)4055072-2 gnd rswk-swf Physikalisches System (DE-588)4174610-7 gnd rswk-swf Metamathematik (DE-588)4074759-1 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Physikalisches System (DE-588)4174610-7 s Simulation (DE-588)4055072-2 s Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s 1\p DE-604 Dreidimensionale Computergrafik (DE-588)4133691-4 s Softwareentwicklung (DE-588)4116522-6 s Metamathematik (DE-588)4074759-1 s 2\p DE-604 http://www.sciencedirect.com/science/book/9780123749031 Verlag URL des Erstveröffentlichers Volltext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Eberly, David H. Game physics Computer games / Programming fast Computer graphics fast Physics / Computer simulation fast Three-dimensional display systems fast Computer games Programming Physics Computer simulation Computer graphics Three-dimensional display systems Computerspiel (DE-588)4010457-6 gnd Softwareentwicklung (DE-588)4116522-6 gnd Simulation (DE-588)4055072-2 gnd Physikalisches System (DE-588)4174610-7 gnd Metamathematik (DE-588)4074759-1 gnd Programmierung (DE-588)4076370-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4116522-6 (DE-588)4055072-2 (DE-588)4174610-7 (DE-588)4074759-1 (DE-588)4076370-5 (DE-588)4133691-4 |
title | Game physics |
title_auth | Game physics |
title_exact_search | Game physics |
title_full | Game physics David H. Eberly |
title_fullStr | Game physics David H. Eberly |
title_full_unstemmed | Game physics David H. Eberly |
title_short | Game physics |
title_sort | game physics |
topic | Computer games / Programming fast Computer graphics fast Physics / Computer simulation fast Three-dimensional display systems fast Computer games Programming Physics Computer simulation Computer graphics Three-dimensional display systems Computerspiel (DE-588)4010457-6 gnd Softwareentwicklung (DE-588)4116522-6 gnd Simulation (DE-588)4055072-2 gnd Physikalisches System (DE-588)4174610-7 gnd Metamathematik (DE-588)4074759-1 gnd Programmierung (DE-588)4076370-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | Computer games / Programming Computer graphics Physics / Computer simulation Three-dimensional display systems Computer games Programming Physics Computer simulation Computerspiel Softwareentwicklung Simulation Physikalisches System Metamathematik Programmierung Dreidimensionale Computergrafik |
url | http://www.sciencedirect.com/science/book/9780123749031 |
work_keys_str_mv | AT eberlydavidh gamephysics |