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Physics for Game Developers Science, Math, and Code for Realistic Effects

Best in textbook rentals since 2012!

ISBN-10: 1449392512

ISBN-13: 9781449392512

Edition: 2nd 2012

Authors: David M. Bourg, Bryan Bywalec, Bryan Bywalec

List price: $52.99
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Description:

Game physics has been at the heart of mainstream computer games for years, but recently it's reached a new level with the emergence of Nintendo Wii, PlayStation Move, Microsoft's Kinect, and various mobile devices. This updated bestseller not only provides important knowledge behind bread-and-butter game physics, but helps you leverage exciting interaction gadgets such as accelerometers, touch screens, GPS receivers, pressure sensors, and optical tracking devices.You'll find new chapters on deformable and soft bodies, fluids, and the physics of sound for incorporating realistic effects, including 3D sound. For game developers working alone or as part of a team, this expanded second edition…    
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Book details

List price: $52.99
Edition: 2nd
Copyright year: 2012
Publisher: O'Reilly Media, Incorporated
Publication date: 5/3/2013
Binding: Paperback
Pages: 578
Size: 6.97" wide x 9.17" long x 1.30" tall
Weight: 1.958
Language: English

David Bourg is a Naval Architect involved in various military and commercial proposal, design, and construction efforts. Since 1998, David has served as an independent consultant working for various regional clients engaged in both commercial and military shipbuilding where he provides design and analysis services including but not limited to concept design, proposal writing, detailed design and analysis, visualization, and software development among other services. He coordinated and led the winning design and proposal effort for the US Coast Guard Point Class (patrol boat) Replacement Program. In 2006, David joined fellow Naval Architect Kenneth Humphreys to form MiNO Marine, LLC, a naval…    

Ever since his father read A Brief History of Time to him in middle school, Bryan Bywalec wanted to be an astrophysicist. While he will always have a passion for pure physics, he became more and more obsessed in high school with the application of those physical principles he was learning. Having been around sailboats his entire life, his decision to seek a degree in Naval Architecture at the University of New Orleans surprised few. While working on his degree, Mr. Bywalec was employed as a network administrator for the College of Engineering. Having an office in an electronics lab, he explored the world of enterprise computing and became very interested in high performance clusters, remote…    

Preface
Fundamentals
Basic Concepts
Newton's Laws of Motion
Units and Measures
Coordinate System
Vectors
Derivatives and Integrals
Mass, Center of Mass, and Moment of Inertia
Newton's Second Law of Motion
Inertia Tensor
Relativistic Time
Kinematics
Velocity and Acceleration
Constant Acceleration
Nonconstant Acceleration
2D Particle Kinematics
3D Particle Kinematics
X Components
Y Components
Z Components
The Vectors
Hitting the Target
Kinematic Particle Explosion
Rigid-Body Kinematics
Local Coordinate Axes
Angular Velocity and Acceleration
Force
Forces
Force Fields
Friction
Fluid Dynamic Drag
Pressure
Buoyancy
Springs and Dampers
Force and Torque
Summary
Kinetics
Particle Kinetics in 2D
Particle Kinetics in 3D
X Components
Y Components
Z Components
Cannon Revised
Rigid-Body Kinetics
Collisions
Impulse-Momentum Principle
Impact
Linear and Angular Impulse
Friction
Projectiles
Simple Trajectories
Drag
Magnus Effect
Variable Mass
Rigid-Body Dynamics
Real-Time Simulations
Integrating the Equations of Motion
Euler's Method
Better Methods
Summary
Particles
Simple Particle Model
Integrator
Rendering
The Basic Simulator
Implementing External Forces
Implementing Collisions
Particle-to-Ground Collisions
Particle-to-Obstacle Collisions
Tuning
2D Rigid-Body Simulator
Model
Transforming Coordinates
Integrator
Rendering
The Basic Simulator
Tuning
Implementing Collision Response
Linear Collision Response
Angular Effects
Rotation in 3D Rigid-Body Simulators
Rotation Matrices
Quaternions
Quaternion Operations
Quaternions in 3D Simulators
3D Rigid-Body Simulator
Model
Integration
Flight Controls
Connecting Objects
Springs and Dampers
Connecting Particles
Rope
Connecting Rigid Bodies
Links
Rotational Restraint
Physics Engines
Building Your Own Physics Engine
Physics Models
Simulated Objects Manager
Collision Detection
Collision Response
Force Effectors
Numerical Integrator
Physical Modeling
Aircraft
Geometry
Lift and Drag
Other Forces
Control
Modeling
Ships and Boats
Stability and Sinking
Stability
Sinking
Ship Motions
Heave
Roll
Pitch
Coupled Motions
Resistance and Propulsion
General Resistance
Propulsion
Maneuverability
Rudders and Thrust Vectoring
Cars and Hovercraft
Cars
Resistance
Power
Stopping Distance
Steering
Hovercraft
How Hovercraft Work
Resistance
Steering
Guns and Explosions
Projectile Motion
Taking Aim
Zeroing the Sights
Breathing and Body Position
Recoil and Impact
Explosions
Particle Explosions
Polygon Explosions
Sports
Modeling a Golf Swing
Solving the Golf Swing Equations
Billiards
Implementation
Initialization
Stepping the Simulation
Calculating Forces
Handling Collisions
Digital Physics
Touch Screens
Types of Touch Screens
Resistive
Capacitive
Infrared and Optical Imaging
Exotic: Dispersive Signal and Surface Acoustic Wave
Step-by-Step Physics
Resistive Touch Screens
Capacitive Touch Screens
Example Program
Multitouch
Other Considerations
Haptic Feedback
Modeling Touch Screens in Games
Difference from Mouse-Based Input
Custom Gestures
Accelerometers
Accelerometer Theory
MEMS Accelerometers
Common Accelerometer Specifications
Data Clipping
Sensing Orientation
Sensing Tilt
Using Tilt to Control a Sprite
Two Degrees of Freedom
Gaming from One Place to Another
Location-Based Gaming
Geocaching and Reverse Geocaching
Mixed Reality
Street Games
What Time Is It?
Two-Dimensional Mathematical Treatment
Location, Location, Location
Distance
Great-Circle Heading
Rhumb Line
Pressure Sensors and Load Cells
Under Pressure
Example Effects of High Pressure
Button Mashing
Load Cells
Barometers
3D Display
Binocular Vision
Stereoscopic Basics
The Left and Right Frustums
Types of Display
Complementary-Color Anaglyphs
Linear and Circular Polarization
Liquid-Crystal Plasma
Autostereoscopy
Advanced Technologies
Programming Considerations
Active Stereoization
Passive Stereoization
Optical Tracking
Sensors and SDKs
Kinect
OpenCV
Numerical Differentiation
Sound
What Is Sound?
Characteristics of and Behavior of Sound Waves
Harmonic Wave
Superposition
Speed of Sound
Attenuation
Reflection
Doppler Effect
3D Sound
How We Hear in 3D
A Simple Example
Vector Operations
Matrix Operations
Quaternion Operations
Bibliography
Index