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Troublshooting your pc for dummies - Bourg D.M.

Bourg D.M. Troublshooting your pc for dummies - Wiley publishing , 2002. - 350 p.
ISBN 0-596-00006-5
Download (direct link): fordummiestroublesho2005.pdf
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This chapter shows you how to implement collision response, as discussed in Chapter 5, in a real-time simulation. Specifically, collision response is added to the hovercraft simulation developed in Chapter 12.
Chapter 14, Rigid Body Rotation
Before moving to 3D simulators, the issue of representing rotational orientation for rigid bodies in three dimensions is addressed. Here, Euler angles, rotation matrices, and quaternions are considered.
Chapter 15, 3D Rigid Body Simulator
This chapter combines all of the material contained in Chapters 11 through 14 and. looks at the practical aspects of implementing a simple 3D rigid body simulator. Here, I show you how to develop a simple flight simulator based on the aerodynamic model discussed in Chapter 7.
Chapter 16, Multiple Bodies in 3D
This chapter extends the example program presented in Chapter 15 by adding the ability to handle several rigid bodies as well as collision detection and response in 3D. The example presented here consists of a car cr ashing into a couple of tes t blocks.
Chapter 17, Particle Systems
This chapter illustrates what you can achieve with simple particle simulations. Specifically, this chapter presents an example simulation that uses a system of particles and springs to mimic cloth. The example program simulates a doth flag fluttering in the wind while hanging from a flagpole.
Appendix A, Vector Operations
This appendix shows you how to implement a C++ class that captures all of the vector operations that youíll need when writing 2D or 3D simulations.
Appendix B, Matrix Operations
This appendix implements a class that captures all of the operations you need to handle 3x3 matrices.
Appendix C, Quaternion Operations
This appendix implements a class that captures all of the operations you need to .handle quaternions when writing 3D rigid body simulations.
xtv Preface
In addition to resources pertaining to real-time simulations, the bibliography at the end of this book provides sources of information on mechanics, mathematics, and other specific technical subjects, such as books on aerodynamics. _
Conventions in This Book
The following typographical conventions are used in this book:
Constant width
is used to indicate command-line computer output, code examples, and keyboard accelerators.
Constant width italic
is used to indicate variables in code examples.
is used to introduce new terms and to indicate URLs, variables, filenames and directories, commands, and file extensions.
is used to indicate vector variables. ē
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Preface | xv
I want to thank Robert Denn, the editor of this book, for his skillf uhj?view of my writing and his insightful comments and suggestions, not to mention his patience. I also want to express my appreciation to OíReilly & Associates for agreeing to take on this project, giving me the opportunity to develop an idea I had been tossing around for over a year. Further, special thanks goes to all of the production and technical staff at OíReilly
Thanks goes to Gary Powell, with MathEngine Pic, Dr. Steven Collins, with, and John Nagle, with Animats, for their expert comments and answers my various questions regarding game physics and real-time simulators. I canít forget the technical reviewers, Sam Kalat, Mike Keith, and Michelle McDonald, for their thoughtful and expert comments and suggestions. Also, special thanks goes to my business partner and long-time friend, Glenn Seemann, who got me started in computer game development. Finally, I want to thank my loving wife and best friend, Helena, for her endless support and encouragement, and our new baby girl, Natalia, for making every day special.
xvi Preface
Basic Concepts
As a warm-up, this chapter will cover the most basic of principles that will be used and referred to throughout the remainder of this book. First, Iíll introduce Newtonís taws of motion, which are very important in the study of mechanics. Then Iíll discuss units and measures and explain the importance of keeping track of units in your calculations. Youíll also have a look at the units associated with various physical quantities that youíll be studying. After discussing units, Iíll define our general coordinate system, which will serve as our standard frame of reference. Then Iíll explain the concepts of mass, center of mass, and moment of inertia and show you how to calculate these quantities for a collection, or combination, of masses. Finally, Iíll discuss Newtonís second law of motion in greater detail and take a quick look at vectors.
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