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  1. Game physics
    Erschienen: c2004
    Verlag:  Elsevier/Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781558607408; 1558607404
    Auflage/Ausgabe: 1st ed
    Schriftenreihe: Morgan Kaufmann series in interactive 3D technology
    Schlagworte: Computergraphics; Driedimensionale afbeeldingen; Interactieve computerprogramma's; Processamento de imagens; Teoria e técnicas de programação; Processamento eletrônico de dados; Física (aplicações); Computerspiel; Physikalisches System; Programmierung; Simulation; Computer games / Programming; Physics / Data processing; Computer games / Programming; Physics / Data processing; Computer games / Programming; Computer graphics; Physics / Computer simulation; Three-dimensional display systems; Datenverarbeitung; Computer games; Physics; Computer graphics; Three-dimensional display systems; Programmierung; Simulation; Computerspiel; Metamathematik; Physikalisches System; Softwareentwicklung; Dreidimensionale Computergrafik
    Umfang: xxxvi, 776 p.
    Bemerkung(en):

    Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary-and hacked physics will do

    Includes bibliographical references and index

  2. Game physics
    Erschienen: 2004
    Verlag:  Elsevier/Morgan Kaufmann, Amsterdam

    Basic concepts from physics -- Rigid body motion -- Deformable bodies -- Physics engines -- Physics and shader programs -- Linear complementarity and mathematical programming -- Differential equations -- Numerical methods -- Quaternions Game Physics... mehr

    Technische Universität Chemnitz, Universitätsbibliothek
    keine Fernleihe

     

    Basic concepts from physics -- Rigid body motion -- Deformable bodies -- Physics engines -- Physics and shader programs -- Linear complementarity and mathematical programming -- Differential equations -- Numerical methods -- Quaternions Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary-and hacked physics will do

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781558607408; 1558607404
    Auflage/Ausgabe: 1. ed.
    Schriftenreihe: The Morgan Kaufmann series in interactive 3D technology
    Schlagworte: Computer games; Physics; Computer graphics; Three-dimensional display systems; Computergraphics; Driedimensionale afbeeldingen; Interactieve computerprogramma's; Processamento de imagens; Teoria e técnicas de programação; Processamento eletrônico de dados; Física (aplicações); Computerspiel; Physikalisches System; Programmierung; Simulation; Computer games / Programming; Physics / Data processing; Computer games / Programming; Physics / Data processing
    Umfang: XXXVI, 776 S.
    Bemerkung(en):

    Includes bibliographical references and index. - Description based on print version record