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Game Physics Engine Development ─ How to Build a Robust Commercial-Grade Physics Engine for Your Game
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Game Physics Engine Development ─ How to Build a Robust Commercial-Grade Physics Engine for Your Game

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903334
無庫存,下單後進貨(到貨天數約45-60天)
可得紅利積點:100 點
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作者簡介
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商品簡介

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.

作者簡介

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.

目次

The structure of the book would be the same as the first edition, with various changes along the way. The TOC is as follows, a description of the changes follows.



Introduction.


The Mathematics of Particles


The Laws of Motion


The Particle Physics Engine


Adding General Forces


Springs and Spring-like Things


Hard Constraints


The Mass-Aggregate Physics Engine


The Mathematics of Rotations


Laws of Motion for Rigid Bodies


The Rigid-Body Physics Engine


Collision Detection*


Generating Contacts*


Collision Resolution


Resting Contacts and Friction


Stability and Optimization


Putting it All Together


Other Types of Physics*


Two Dimensional Physics*


Appendices*


* indicates a chapter with significant new material.

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優惠價:90 3334
無庫存,下單後進貨
(到貨天數約45-60天)

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