Game physics pearls / / edited by Gino van den Bergen and Dirk Gregorius |
Pubbl/distr/stampa | Natick, Mass. : , : A.K. Peters, , 2010 |
Descrizione fisica | 1 online resource (366 p.) |
Disciplina | 794.8/1526 |
Altri autori (Persone) |
BergenGino van den
GregoriusDirk |
Soggetto topico |
Computer games - Programming
Physics - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
0-429-18943-5
1-4665-3849-X 1-4398-6555-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 |
Record Nr. | UNINA-9910464576003321 |
Natick, Mass. : , : A.K. Peters, , 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game physics pearls / / edited by Gino van den Bergen and Dirk Gregorius |
Pubbl/distr/stampa | Natick, Mass. : , : A.K. Peters, , 2010 |
Descrizione fisica | 1 online resource (366 p.) |
Disciplina | 794.8/1526 |
Altri autori (Persone) |
BergenGino van den
GregoriusDirk |
Soggetto topico |
Video games - Programming
Physics - Programming |
ISBN |
0-429-18943-5
1-4665-3849-X 1-4398-6555-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 |
Record Nr. | UNINA-9910789336703321 |
Natick, Mass. : , : A.K. Peters, , 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game physics pearls / / edited by Gino van den Bergen and Dirk Gregorius |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Natick, Mass. : , : A.K. Peters, , 2010 |
Descrizione fisica | 1 online resource (366 p.) |
Disciplina | 794.8/1526 |
Altri autori (Persone) |
BergenGino van den
GregoriusDirk |
Soggetto topico |
Video games - Programming
Physics - Programming |
ISBN |
0-429-18943-5
1-4665-3849-X 1-4398-6555-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 |
Record Nr. | UNINA-9910824594103321 |
Natick, Mass. : , : A.K. Peters, , 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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