书籍详情
游戏开发中的物理学(第2版 影印版)
作者:David M Bourg,Bryan Bywalec 著
出版社:东南大学出版社
出版时间:2014-01-01
ISBN:9787564145996
定价:¥89.00
购买这本书可以去
内容简介
如果你打算丰富游戏中现实意义上的物理体验,《游戏开发中的物理学(第2版)(影印版)》经典书籍的扩展版本可以为你细化游戏开发中的物理规则。你将学到碰撞、爆炸、声音、弹射和其他一些在Wii、PlayStation、xbox、智能手机和平板电脑中使用的效果。你也将了解如何利用诸如加速计和光学跟踪设备这样的传感器。 通过所提供的技术背景、公式和一些示例代码,作者David Bourg(布尔格)和Bryan Bywalec(拜沃利克)为你展示了如何开发适合于多种问题的属于你自己的方案。无论你是孤军奋战还是团队协作,本修订本都是不可或缺的。
作者简介
David Bourg是MiNO Marine公司的拥有者,这是一家从事造船工程和海事服务的公司。他还在20世纪90年代创办了一家开发儿童游戏、赌博游戏和多种PC到Mac接口的公司。他是《游戏开发中的人工智能》(O'Reilly出版社)一书的作者之一。Bryan Bywalec是MiNO Marine公司的架构师,在那里对物理世界的精确模拟是日常工作所必需的。他对物理充满激情,他喜欢修改那些让物理担当主角的游戏(比如《Kerble Space Program》)。
目录
Preface
Part Ⅰ.Fundamentals
1. Basic Concepts
Newton's Laws of Motion
Units and Measures
Coordinate System
Vectors
Derivatives and Integrals
Mass, Center of Mass, and Moment of Inertia
Newton's Second Law of Motion
Inertia Tensor
Relativistic Time
2. Kinematics
Velocity and Acceleration
Constant Acceleration
Nonconstant Acceleration
2D Particle Kinematics
3D Particle Kinematics
X Components
Y Components
Z Components
The Vectors
Hitting the Target
Kinematic Particle Explosion
Rigid-Body Kinematics
Local Coordinate Axes
Angular Velocity and Acceleration
3. Force
Forces
Force Fields
Friction
Fluid Dynamic Drag
Pressure
Buoyancy
Springs and Dampers
Force and Torque
Summary
4. Kinetics
Particle Kinetics in 2D
Particle Kinetics in 3D
X Components
Y Components
Z Components
Cannon Revised
Rigid-Body Kinetics
5. Collisions
Impulse-Momentum Principle
Impact
Linear and Angular Impulse
Friction
6. Projectiles
Simple Trajectories
Drag
Magnus Effect
Variable Mass
Part Ⅱ.Rigid-BodyDynamics
7. Real-Time Simulations
Integrating the Equations of Motion
Euler's Method
Better Methods
……
8. Particles
9. 2D Rigid-Body Simulator
10. Implementing Collision Response
11. Rotation in 3D Rigid-Body Simulators
12. 3D Rigid-BodySimulator
13. Connecting Objects
14. Physics Engines
Part Ⅲ.Physical Modeling
15. Aircraft
16. Ships and Boats
17. Cars and Hovercraft
18. Guns and Explosions
19. Sports
Part Ⅳ.Digital Physics
20. Touch Screens
21. Accelerometers
22. Gaming from One Place to Another
23. Pressure Sensors and Load Cells
24. 3D Display
25. Optical Tracking
26. Sound
A. Vector Operations
B. Matrix Operations
C. Quaternion Operations
Bibliography
Index
Part Ⅰ.Fundamentals
1. Basic Concepts
Newton's Laws of Motion
Units and Measures
Coordinate System
Vectors
Derivatives and Integrals
Mass, Center of Mass, and Moment of Inertia
Newton's Second Law of Motion
Inertia Tensor
Relativistic Time
2. Kinematics
Velocity and Acceleration
Constant Acceleration
Nonconstant Acceleration
2D Particle Kinematics
3D Particle Kinematics
X Components
Y Components
Z Components
The Vectors
Hitting the Target
Kinematic Particle Explosion
Rigid-Body Kinematics
Local Coordinate Axes
Angular Velocity and Acceleration
3. Force
Forces
Force Fields
Friction
Fluid Dynamic Drag
Pressure
Buoyancy
Springs and Dampers
Force and Torque
Summary
4. Kinetics
Particle Kinetics in 2D
Particle Kinetics in 3D
X Components
Y Components
Z Components
Cannon Revised
Rigid-Body Kinetics
5. Collisions
Impulse-Momentum Principle
Impact
Linear and Angular Impulse
Friction
6. Projectiles
Simple Trajectories
Drag
Magnus Effect
Variable Mass
Part Ⅱ.Rigid-BodyDynamics
7. Real-Time Simulations
Integrating the Equations of Motion
Euler's Method
Better Methods
……
8. Particles
9. 2D Rigid-Body Simulator
10. Implementing Collision Response
11. Rotation in 3D Rigid-Body Simulators
12. 3D Rigid-BodySimulator
13. Connecting Objects
14. Physics Engines
Part Ⅲ.Physical Modeling
15. Aircraft
16. Ships and Boats
17. Cars and Hovercraft
18. Guns and Explosions
19. Sports
Part Ⅳ.Digital Physics
20. Touch Screens
21. Accelerometers
22. Gaming from One Place to Another
23. Pressure Sensors and Load Cells
24. 3D Display
25. Optical Tracking
26. Sound
A. Vector Operations
B. Matrix Operations
C. Quaternion Operations
Bibliography
Index
猜您喜欢