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Eberly, David H. Game Physics eBook

Game Physics

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Imprint: Morgan Kaufmann

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Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly 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. The 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. This book even describes when real physics isn't necessary - and hacked physics will do.



- CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included.

- Includes exercises for instructional use and review of essential mathematics.

- Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics.

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Title of Computers eBook: Game Physics
Release Date: 04-05-2010
Publisher: Morgan Kaufmann

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Parent title Game Physics
Encrypted (DRM) Yes
SKU 9780080964072
File size 11122
Security n/a
Printing Not allowed
Copying Not allowed
Read aloud No
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NoteExcellent navigation features are available via Adobe such as bookmarks and a quick access table of contents. Text search is easily accessible. An Adobe DRM-protected file is different than a pdf file in that it uses Adobe DRM (Digital Rights Management) technology, which authors and publishers use to protect their content from illegal online distribution and to set certain privileges such as restrictions on copying and printing.

Game Physics


Chapter One

Introduction

1.1 A Brief History of the World

The first real experience I had with a "computing device" was in the early 1970s when I attended my first undergraduate college, Albright College in Reading, Pennsylvania, as a premedical student. The students with enough financial backing could afford handheld calculators. The rest of us had to use slide rules — and get enough significant digits using them in order to pass our examinations. I was quite impressed with the power of the slide rule. It definitely was faster than the previous generation of computing to which I was accustomed: pencil and paper. I did not survive the program at the college (my grades were low enough that I was asked to leave) and took a few years' break to explore a more lucrative career.

Deciding that managing a fast-food restaurant was not quite the career I thought it would be, I returned to the college track and attended Bloomsburg University (BU) in Bloomsburg, Pennsylvania as a mathematics major, a field that suited me more than chemistry and biology did. During my stay I was introduced to an even more powerful computing device, a mainframe computer. Writing Fortran programs by punching holes in Hollerith cards was even better than having to use a slide rule, except for the occasional time or two when the high-speed card reader decided it was really hungry. By the end of my stay I had access to a monitor/terminal, yet another improvement in the computing environment. Linear programming problems were a lot easier to solve this way than with the slower modes of computing! I fin

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