Buch, Englisch, 944 Seiten, Format (B × H): 199 mm x 241 mm, Gewicht: 1970 g
ISBN: 978-0-12-374903-1
Verlag: Taylor & Francis Inc
Zielgruppe
Academic and Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Game Physics 1st edition1 A Brief History of the World: A Summary of the Topics 2 Basic Concepts 3 Rigid Body Motion 4 Deformable Bodies 5 Physics Engines 6 Physics and Shader Programs 7 Linear Complementarity and Mathematical Programming 8 Differential Equations 9 Numerical Methods 10 Quaternions Appendices A Linear Algebra B Affine Algebra C Calculus D Ordinary Difference Equations A Summary of the Changes for the 2nd Edition:Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second edition. The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source code to go with this. I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition - not much discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in its entirety. Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it is reasonable to break the book into two parts: Part I -The Physics 1 Introduction 2 Basic Concepts 3 Rigid Bodies 4 Deformable Bodies 5 Physics Engines [rigid body concepts] 6 Particles, Fluids, and Gases [deformable body concepts] Part II -The Mathematics 7 Linear Algebra 8 Affine Algebra 9 Calculus 10 Quaternions 11 Differential Equations 12 Difference Equations 13 Numerical Methods 14 Linear Complementarity and Mathematical Programming The idea is that Part I is readable immediately by anyone having a reasonable mathematics background. Portions of Part II can be read, as needed. The chapter on Linear Complementarity will be rewritten to omit the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP. The 2nd edition will contain a lot more source code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate the concepts.