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原文高清图书: physics for game developers (游戏开发物理学) 作者: David M Bourg, Bryan Bywalec 版本: 2nd Edition, April 2013 作者简介 从撞球、飞弹轨道、高速赛车的转弯动力等等。应用正确的物理定律可逼真地模拟游戏中任何弹跳、飞行、翻滚、滑行、或非静止的物体,以建立令人注目且拟真的游戏、动画内容。对于那些欲增加物理拟真度的游戏开发员,本书乃绝佳的参考书。 第一部份是复习基本概念及讨论刚体动力学的机械力学初级课程;第二部分将这些概念应用到现实生活的问题上,诸如抛射体、船舰、飞机与汽车。第三部份介绍即时模拟器并示范如何将他们应用到电脑游戏中。许多特定游戏的元素皆需要实际物理的模拟才能达到拟真的效果,包括: 1. 火箭与飞弹的轨道,包括燃料消耗的影响。 2. 物体的碰撞,如撞球。 3. 急转弯道的汽车稳定度。 4. 船舰与浮于水面的交通工具的动力学。 5. 棒球被球棒打击出去的飞行路径。 6. 飞机的飞行特性。 阅读本书之前,你不必是物理专家,但作者假设非物理及非工程学系的读者能有本科程度的古典物理知识。你也应熟悉三角函数、向量与矩阵运算(可参阅附录,其中有相关的参考公式与特性说明),并且需有本科程度的微积分(包括显函数的微分和积分)知识。
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Physics for Game Developers, Second Edition
by David M. Bourg and Bryan Bywalec
Copyright © 2013 David M. Bourg and Bryan Bywalec. All rights reserved.
Printed in the United States of America.
Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472.
O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are
also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/
institutional sales department: 800-998-9938 or corporate@oreilly.com.
Editors: Andy Oram and Rachel Roumeliotis
Production Editor: Christopher Hearse
Copyeditor: Rachel Monaghan
Proofreader: Amanda Kersey
Indexer: Lucie Haskins
Cover Designer: Randy Comer
Interior Designer: David Futato
Illustrator: Rebecca Demarest
April 2013:
Second Edition
Revision History for the Second Edition:
2013-04-09: First release
See http://oreilly.com/catalog/errata.csp?isbn=9781449392512 for release details.
Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly
Media, Inc. Physics for Game Developers, 2nd Edition, the image of a cat and mouse, and related trade dress
are trademarks of O’Reilly Media, Inc.
Many of the designations used by manufacturers and sellers to distinguish their products are claimed as
trademarks. Where those designations appear in this book, and O’Reilly Media, Inc., was aware of a trade‐
mark claim, the designations have been printed in caps or initial caps.
While every precaution has been taken in the preparation of this book, the publisher and authors assume
no responsibility for errors or omissions, or for damages resulting from the use of the information contained
herein.
ISBN: 978-1-449-39251-2
[LSI]
www.it-ebooks.info
Table of Contents
Preface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xi
Part I. Fundamentals
1.
Basic Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Newton’s Laws of Motion 3
Units and Measures 4
Coordinate System 6
Vectors 7
Derivatives and Integrals 8
Mass, Center of Mass, and Moment of Inertia 9
Newton’s Second Law of Motion 20
Inertia Tensor 24
Relativistic Time 29
2.
Kinematics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Velocity and Acceleration 36
Constant Acceleration 39
Nonconstant Acceleration 41
2D Particle Kinematics 42
3D Particle Kinematics 45
X Components 46
Y Components 47
Z Components 48
The Vectors 48
Hitting the Target 49
Kinematic Particle Explosion 54
Rigid-Body Kinematics 61
Local Coordinate Axes 62
iii
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