By David M. Bourg, Bryan Bywalec
If you need to improve your game’s event with physics-based realism, the increased variation of this vintage ebook info physics ideas appropriate to video game improvement. You’ll find out about collisions, explosions, sound, projectiles, and different results utilized in video games on Wii, PlayStation, Xbox, smartphones, and capsules. You’ll additionally get a deal with on tips to make the most of a variety of sensors reminiscent of accelerometers and optical monitoring devices.
Authors David Bourg and Bryan Bywalec make it easier to boost your personal strategies to quite a few difficulties by means of offering technical heritage, formulation, and some code examples. This up to date booklet is critical no matter if you're employed on my own or as a part of a team.
* Refresh your wisdom of classical mechanics, together with kinematics, strength, kinetics, and collision reaction
* discover inflexible physique dynamics, utilizing real-time 2nd and 3D simulations to deal with rotation and inertia
* follow thoughts to real-world difficulties: version the habit of boats, airplanes, autos, and activities balls
* increase your video games with electronic physics, utilizing accelerometers, contact monitors, GPS, optical monitoring units, and 3D screens
* catch 3D sound results with the OpenAL audio API
Read or Download Physics for Game Developers: Science, math, and code for realistic effects PDF
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Extra resources for Physics for Game Developers: Science, math, and code for realistic effects
Now that you know what these properties mean, let’s look at how to calculate each. For a given body made up of a number of particles, the total mass of the body is simply the sum of the masses of all elemental particles making up the body, where the mass of 1. Linear motion refers to motion in space without regard to rotation; angular motion refers specifically to the rotation of a body about any axis (the body may or may not be undergoing linear motion at the same time). Mass, Center of Mass, and Moment of Inertia | 9 each elemental particle is its mass density times its volume.
This is a matter of convenience since it allows you to take care of the x, y, and z components (or just x and y in two dimensions) in one shot. In the code samples that follow, let’s assume that the point masses making up the body are represented by an array of structures where each structure contains the point mass’s design coordinates and mass. The structure will also contain an element to hold the coordinates of the point mass relative to the combined center of gravity of the rigid body, which will be calculated later.
Another common calculation involves finding the shortest distance from a point to a plane in space; you use the dot-product operation here. Both of these tasks are described in Appendix A, which we encourage you to review before delving too deeply into the example code presented throughout the remainder of this book. Derivatives and Integrals If you’re not familiar with calculus, or The Calculus, don’t let the use of derivatives and integrals in this text worry you. While we’ll write equations using derivatives and inte‐ grals, we’ll show you explicitly how to deal with them computationally throughout this book.