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Record Nr. |
UNINA9910464576003321 |
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Titolo |
Game physics pearls / / edited by Gino van den Bergen and Dirk Gregorius |
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Pubbl/distr/stampa |
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Natick, Mass. : , : A.K. Peters, , 2010 |
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ISBN |
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0-429-18943-5 |
1-4665-3849-X |
1-4398-6555-8 |
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Descrizione fisica |
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1 online resource (366 p.) |
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Altri autori (Persone) |
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BergenGino van den |
GregoriusDirk |
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Disciplina |
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Soggetti |
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Computer games - Programming |
Physics - Programming |
Electronic books. |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Description based upon print version of record. |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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Front Cover; Contents; Foreword; Preface; - I - Game Physics 101; - 1 - Mathematical Background; - 2 - Understanding Game Physics Artifacts; - II -Collision Detection; - 3 - Broad Phase and Constraint Optimization for PlayStation 3; - 4 - SAT in Narrow Phase and Contact-Manifold Generation; - 5 - Smooth Mesh Contacts with GJK; - III - Particles; - 6 - Optimized SPH; - 7 - Parallelizing Particle-Based Simulation on Multiple Processors; - IV - Constraint Solving; - 8 - Ropes as Constraints; - 9 - Quaternion-Based Constraints; - V - Soft Body; - 10 - Soft Bodies Using Finite Elements |
- 11 - Particle-Based Simulation Using Verlet Integration- 12 - Keep Yer Shirt On; - VI - Skinning; - 13 - Layered Skin Simulation; - 14 - Dynamic Secondary Skin Deformations; Glossary of Notation; Contributors |
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Sommario/riassunto |
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Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical |
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