Bücher versandkostenfrei*100 Tage RückgaberechtAbholung in der Wunschfiliale
15% Rabatt11 auf ausgewählte eReader & tolino Zubehör mit dem Code TOLINO15
Jetzt entdecken
mehr erfahren
Produktbild: Game Physics Engine Development | Ian Millington
Weitere Ansicht: Game Physics Engine Development | Ian Millington
Produktbild: Game Physics Engine Development | Ian Millington

Game Physics Engine Development

How to Build a Robust Commercial-Grade Physics Engine for your Game

(0 Bewertungen)15
915 Lesepunkte
Buch (kartoniert)
Buch (kartoniert)
91,49 €inkl. Mwst.
Zustellung: Fr, 29.08. - Di, 02.09.
Versand in 5 Tagen
Versandkostenfrei
Empfehlen

Veteran game programmer/consultant/author Ian Millington brings us a newly revamped and updated edition to a KEY game text that covers the full process of building a physics engine from start to finish--including NEW coverage on casual games and collision detection.

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.

Inhaltsverzeichnis

Introduction. Particle Physics: The Mathematics of Particles. The Laws of Motion. The Particle Physics Engine. Mass Aggregate Physics: Adding General Forces. Springs and Spring-Like Things. Hard Constraints. The Mass Aggregate Physics Engine. Rigid-Body Physics: The Mathematics of Rotations. Laws of Motion for Rigid Bodies. The Rigid-Body Physics Engine. Collision Detection: Collision Detection. Generating Contacts. Contact Physics: Collision Resolution. Resting Contacts and Friction. Stability and Optimization. Putting It All Together. Further Topics in Physics: Physics in Two Dimensions. Other Programming Languages. Other Types of Physics. Appendices: Useful Inertia Tensors. Useful Friction Coefficients. Mathematics Summary

Produktdetails

Erscheinungsdatum
23. Juli 2010
Sprache
englisch
Untertitel
How to Build a Robust Commercial-Grade Physics Engine for your Game. 2. Auflage. 100 SW-Abbildungen, 10 SW-Fotos. Sprache: Englisch.
Auflage
2. Auflage
Seitenanzahl
554
Autor/Autorin
Ian Millington
Illustrationen
100 SW-Abb., 10 SW-Fotos
Verlag/Hersteller
Produktart
kartoniert
Abbildungen
100 SW-Abb., 10 SW-Fotos
Gewicht
1021 g
Größe (L/B/H)
235/191/30 mm
ISBN
9780123819765

Portrait

Ian Millington

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.

Pressestimmen

Praise for 1st edition:

"The first game physics book to emphasize building an actual engine. . . his book fills a gap by demonstrating how you actually build a physics engine." - Dave Eberly, President, Geometric Tools.

"A competent programmer with sufficient mathematical sophistication could build a physics engine just from the text and equations--even without the accompanying source code. You can't say this about a lot of books!" - Philip J. Schneider, Industrial Light & Magic.

Bewertungen

0 Bewertungen

Es wurden noch keine Bewertungen abgegeben. Schreiben Sie die erste Bewertung zu "Game Physics Engine Development" und helfen Sie damit anderen bei der Kaufentscheidung.

Ian Millington: Game Physics Engine Development bei hugendubel.de. Online bestellen oder in der Filiale abholen.