Physics for Game Developers (Paperback)
David M Bourg
- 出版商: O'Reilly
- 出版日期: 2001-11-15
- 定價: $1,330
- 售價: 5.0 折 $665
- 語言: 英文
- 頁數: 336
- 裝訂: Paperback
- ISBN: 0596000065
- ISBN-13: 9780596000066
-
相關分類:
物理學 Physics
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商品描述
Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer
games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism.
Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including:
You don't need to be a physics expert to learn from Physics for Game Developers, but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and
matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.
games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism.
Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including:
- The trajectory of rockets and missiles, including the effects of fuel burn off
- The collision of objects such as billiard balls
- The stability of cars racing around tight curves
- The dynamics of boats and other waterborne vehicles
- The flight path of a baseball after being struck by a bat
- The flight characteristics of airplanes
You don't need to be a physics expert to learn from Physics for Game Developers, but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and
matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.
商品描述(中文翻譯)
撞擊的撞球。導彈軌跡。高速行駛汽車的轉彎動力學。通過應用物理定律,您可以逼真地模擬遊戲中幾乎所有彈跳、飛行、滾動、滑動或不靜止的物體,為電腦遊戲、模擬和動畫創造引人入勝、可信的內容。《遊戲開發者的物理學》是那些希望通過物理學實現遊戲的真實感的人的起點。
第一部分是力學入門,回顧基本概念,並討論剛體動力學的各個方面,包括運動學、力和動力學。第二部分將這些概念應用於特定的現實世界問題,如射彈、船舶、飛機和汽車。第三部分介紹了實時模擬,並展示了它們如何應用於電腦遊戲。許多具體的遊戲元素可以從使用真實物理中受益,包括:
- 火箭和導彈的軌跡,包括燃料燃燒的影響
- 撞球等物體的碰撞
- 在狹窄彎道上行駛的汽車的穩定性
- 船舶和其他水上交通工具的動力學
- 棒球被球棒擊中後的飛行軌跡
- 飛機的飛行特性
您不需要成為物理學專家才能從《遊戲開發者的物理學》中學習,但作者假設您了解基本的大學水平古典物理學。您還應該精通三角學、向量和矩陣數學(附錄中包含參考公式和恆等式),以及大學水平的微積分,包括對明確函數的積分和微分。儘管本書的重點是物理原理和算法,但應注意的是,示例是用標準的C編寫的,並使用Windows API函數。