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Troublshooting your pc for dummies - Bourg D.M.

Troublshooting your pc for dummies

Author: Bourg D.M.
Publishers: Wiley publishing
Year of publication: 2002
Number of pages: 350
ISBN 0-596-00006-5
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Download: fordummiestroublesho2005.pdf

OREILLY
David M. Bourg
Physics for Game Developers
David M. Bourg
Beijing Cambridge Farnham Koin Paris Sebastopol Taipei Tokyo
Physics for Game Developers
by David M. Bourg
Copyright 2002 OReilly & Associates, Inc. All tights reserved. 1 Printed in the United States of America.
Published by OReilly & Associates, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472.
G Reilly & Associates books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (safari.oreilly.com). For more information contact our corporate/institutional sales department: 800-998-9938 or corporate@oreilly.com.
Editor: Robert Denn
Production Editor: Darren Kelly
Cover Designer: Ellie Volckhausen
Interior Designer: David Fuiato
Printing History:
January 2002: First Edition.
Nutshell Handbook, the Nutshell Handbook logo, and the OReilly logo are registered trademarks of OReilly & Associates, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and OReilly & Associates, Inc. was aware of a trademark claim, the designations have been printed in caps or initial caps. The association between the image of a cat and mouse and the topic of physics for game developers is a trademark of OReilly & Associates, Inc.
While every precaution has been taken in the preparation of this book, the publisher assumes no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein.
ISBN: 0-596-00006-5 [M]
Table of Contents
Preface ..................................................................................ix
1. Basic Concepts .................................................................... 1
Newtons Laws of Motion 1
Units and Measures 2
Coordinate System 4
Vectors . 5
Mass, Center of Mass, and Moment of Inertia 5
Newtons Second Law of Motion 15
Inertia Tensor 19
2. Kinematics..........................................................................25
Introduction 25
Velocity and Acceleration 26
Cons ta n t Accele ration 28
Nonconstant Acceleration 30
2D Particle Kinematics 31
3D Particle Kinematics 33
Kinematic Particle Explosion 43
Rigid Body Kinematics 49
Local Coordinate Axes 49
Angular Velocity and Acceleration 50
3. Force.............................................................................. 57
Introduction 57
Force Fields 58
Friction 59
Fluid Dynamic Drag 60
A Note on Pressure 62
/
Buoyancy 62
Springs and Dampers 64
Force and Torque 65
4. Kinetics ...........................................................................69
Particle Kinetics in 2D 70
Particle Kinetics in 3D 75
Rigid Body Kinetics 82
5. Collisions....................................................................... 87
Impulse-Momentum Principle 88
Impact 89
Linear and Angular Impulse 95
Friction . 98
6. Projectiles........................................................................101
Simple Trajectories 102
Drag 106
Magnus Effect 114
Variable Mass 118
7. Aircraft...........................................................................121
Geometry 122
Lift and Drag 124
Other Forces 129
Control . 130
Modeling 132
8. Ships..............................................................................146
Flotation 147
Volume 149
Resistance 159
Virtual Mass 161
9. Hovercraft.........................................................................163
How They Work 163
Resistance 165
vi | Table of Contents
10. Cars............................................................................168
Resistance 168
Power 169
Stopping Distance . 170
Roadway Banking 171
11. Real-Time Simulations ..........................................................172
Integrating the Equations of Motion 173
Eulerís Method 174
Other Methods 180
12. 2D Rigid Body Simulator........................................................ 184
Model 185
Integration 191
Flight Controls 194
Rendering 198
13. Implementing Collision Response................................................ 205
Linear Collision Response 206
Angular Effects 211
14. Rigid Body Rotation.............................................................223
Rotation Matrices 224
Quaternions 227
15. 3D Rigid Body Simulator.........................................................230
Model 231
Integration 235
Flight Controls 238
Rendering 242
16. Multiple Bodies in 3D ........................................................ 249
Model 250
Integration 264
Collision Response 266
Tuning 269
17. Particle Systems................................................................271
Model 272
Integration 281
Table of Contents | vii
Collision Response 282
Tuning 283
Appendix A: Vector Operations........................................................285
Appendix B: Matrix Operations........................................................295
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