Game Physics Engine Development ─ How to Build a Robust Commercial-Grade Physics Engine for Your Game
商品資訊
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
目次
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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