Applied Physics for Game Programmers Creating Real-time Simulations
Christopher D. Watkins(Author)
Charles River Media (Publisher)
Book
Mixed media product
400 pages
978-1-58450-273-9 (ISBN)
Description
Focusing on adding realistic physics to simulation games, this text teaches programmers how to create elegantly-coded and truly interactive games that feel "real" to the player. Rather than explaining physics concepts in a vacuum, physics and its terminology are explained using examples from everyday life, which should make complex theory accessible to anyone. Additionally, all of the "commercial quality", "ready to implement" source code is included, with detailed descriptions on how the code is constructed and organized, and how it functions. The CD-ROM includes a complete ready-to-use code library.
Focusing on adding realistic physics to simulation games, this text teaches programmers how to create elegantly-coded and truly interactive games that feel "real" to the player. Rather than explaining physics concepts in a vacuum, physics and its terminology are explained using examples from everyday life, which should make complex theory accessible to anyone. Additionally, all of the "commercial quality", "ready to implement" source code is included, with detailed descriptions on how the code is constructed and organized, and how it functions. The CD-ROM includes a complete ready-to-use code library.
Focusing on adding realistic physics to simulation games, this text teaches programmers how to create elegantly-coded and truly interactive games that feel "real" to the player. Rather than explaining physics concepts in a vacuum, physics and its terminology are explained using examples from everyday life, which should make complex theory accessible to anyone. Additionally, all of the "commercial quality", "ready to implement" source code is included, with detailed descriptions on how the code is constructed and organized, and how it functions. The CD-ROM includes a complete ready-to-use code library.
More details
Language
English
Place of publication
Hingham
United States
Publishing group
Cengage Learning, Inc
Target group
College/higher education
Professional and scholarly
Illustrations
bibliography, glossary, index
Dimensions
Height: 240 mm
Width: 189 mm
ISBN-13
978-1-58450-273-9 (9781584502739)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Person
Christopher D. Watkins (Roswell, GA) is an experienced electronics and software engineer known for his writings in 3D graphics and real-time simulation. His book Photorealism and Ray Tracing in C was cited by Dr. Dobb's Journal as one of the all-time "seven essential books on graphics programming."
Christopher D. Watkins (Roswell, GA) is an experienced electronics and software engineer known for his writings in 3D graphics and real-time simulation. His book Photorealism and Ray Tracing in C was cited by Dr. Dobb's Journal as one of the all-time "seven essential books on graphics programming."
Christopher D. Watkins (Roswell, GA) is an experienced electronics and software engineer known for his writings in 3D graphics and real-time simulation. His book Photorealism and Ray Tracing in C was cited by Dr. Dobb's Journal as one of the all-time "seven essential books on graphics programming."
Content
Part I An overview of physics, mathematics, simulation and computing: introduction to physics; introduction to vectors, matrices and quaternions; introduction to physics simulation - simulating a bouncing; computer issues in simulation. Part II Simulating deformable bodies with particles systems: particle dynamics and deformable bodies; applications - 2D and 3D mass-spring simulations; applications - adding air effects to the simulations. Part III Extending particle system concepts to simulate rigid bodies; particle dynamics and rigid bodies; creating a 2D rigid body simulator; creating a 3D rigid body simulator. Part IV Building spacecraft. Part V Simulating ballistics, trajectory and explosions. Part 6 Building airplanes and aircraft. Part VII Bulding cars and other land vehicles. Part 8 Building boats and submarines. Part 9 Artificial intelligence and world simulation: how Electronic Arts' "The Sims" works. Appendices: Library - numerical integration techniques; library - geometric tests for collision detection; library - interpolation and surfaces; library - metric-English conversion; library - physics and numerical constants; library - 2D and 3D graphing and rendering; answers to chapter exercises; about the CD-ROM.