LEADER 03167oam 2200625I 450 001 9910464576003321 005 20200520144314.0 010 $a0-429-18943-5 010 $a1-4665-3849-X 010 $a1-4398-6555-8 024 7 $a10.1201/b11324 035 $a(CKB)3400000000084898 035 $a(EBL)1633202 035 $a(SSID)ssj0000581366 035 $a(PQKBManifestationID)11393000 035 $a(PQKBTitleCode)TC0000581366 035 $a(PQKBWorkID)10531934 035 $a(PQKB)10448545 035 $a(MiAaPQ)EBC1633202 035 $a(Au-PeEL)EBL1633202 035 $a(CaPaEBR)ebr11002671 035 $a(CaONFJC)MIL692708 035 $a(OCoLC)754555976 035 $a(EXLCZ)993400000000084898 100 $a20180331d2010 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aGame physics pearls /$fedited by Gino van den Bergen and Dirk Gregorius 210 1$aNatick, Mass. :$cA.K. Peters,$d2010. 215 $a1 online resource (366 p.) 300 $aDescription based upon print version of record. 311 $a1-322-61426-1 311 $a1-56881-474-7 320 $aIncludes bibliographical references and index. 327 $aFront 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 327 $a- 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 330 $aImplementing 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 applications. The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems i 606 $aComputer games$xProgramming 606 $aPhysics$xProgramming 608 $aElectronic books. 615 0$aComputer games$xProgramming. 615 0$aPhysics$xProgramming. 676 $a794.8/1526 701 $aBergen$b Gino van den$0973333 701 $aGregorius$b Dirk$0973334 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910464576003321 996 $aGame physics pearls$92214386 997 $aUNINA