游戏物理引擎开发:Game Physics Engine Development

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Book Description Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics.
The Morgan Kaufmann Series in Interactive 3D Technology The game industry is a powerful and driving force in the evolution of computer technology. as the capabilities of personal computers peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new technology To satisfy this demand and establish a new level of professional reference for the game developer, we created the morgan Kaufmann Series in Interactive 3D Technology. Books in the series are written for developers by leading industry professionals and academic researchers, and cover the state of the art in real-time 3D. The series emphasizes practical, working solutions, and solid software-engineering principles. The goal is for the developer to be able to implement real systems from the fundamental ideas, whether it be for games or for other applications Game Physics Engine development Better game Characters by design lan Millington A Psychological approach Artificial Intelligence for Games Katherine isbister lan Millington Real-Time collision detection Christer ericson X3D: Extensible 3D Graphics for Web Authors Visualizing quaternions Don brutzman and Leonard daly Andrew J. Hanson 3D Game Engine Design: A Practical Physically based rendering From approach to real- Time compute Theory to Implementation Graphics, Second edition Matt Pharr and Greg Humphreys David H. eberly Collision detection in interactive 3D 3D Game Engine architecture Environments Engineering real- Time applications Gino van den bergen with Wild magic David H. eberly Essential mathematics for Games and Interactive Applications: A Programmer's Game physics David H. eberly James M. Van Verth and Lars M. Bishop Forthcoming Real-time cameras Mark Haigh-Hutchinson Downloadatwww.pin5i.Com GAME PHYSICS ENGINE DEVELOPMENT Ⅰ AN MILLINGTON AMSTERDAM· BOSTON● HEIDELBERG LONDON● NEW YORK● OXFORD PARIS SAn dIEGO SAN FRANCISCO SINGAPORE● SYDNEY● TOKYO ELSeVieR Morgan Kaufmann is an imprint of Elsevier MORGAN KAUFMANN PUBLISHERS Downloadatwww.pin5i.Com Publisher Denise. m. penrose Publishing Services manager George Morrison Assistant edito Michelle ward Project Manager Marilyn e rash C Chen Design Associates Composition lllustrations opec Proofreader Dianne wood Keith Shostak Interior printer The Maple Press Company 'er printer Phoenix color c Morgan Kaufmann Publishers is an imprint of Elsevier 500 Sansome Street Suite 400. San franciSco, CA 94111 This book is printed on acid-free paper o 2007 by Elsevier Inc. All rights reserved Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks. In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital letters. Readers, however, should contact the appropriate companies for more complete information regarding trademarks and registration No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means--electronic, mechanical, photocopying, scanning, or otherwise-without prior written permission of the publisher Permissions may be sought directly from Elsevier's Science Technology Rights Department in Oxford, UK phone(+44)1865843830,fax:(+44)1865853333,E-mail:permissions@elsevier.com.Youmayalsocomplete yourrequeston-lineviatheelsevierhomepage(http://elsevier.com),byselecting"support&Contactthen Copyright and Permission"and then Obtaining Permissions. Library of Congress Cataloging-in-Publication Data Millington, lan Game physics engine development/Ian Millington p cm Includes bibliographical references and index ISBN-13:978-0-12-369471-3(alk. paper) ISBN-10: 0-12-369471-X(alk. paper 1. Computer games--Programming. 2. Physics--Data processing I. Title. QA76.76C672M552006 7948′1526-dc22 2006023852 For information on all morgan Kaufmann publications, visit our Websiteatwww.mkp.comorwww.books.elsevier.com Printed in the united states of america 0708091011 orking together to grow libraries in developing countries www.elsevier.comwww.bookaid.orgwww.sabre.org ELSEvier bOoKAID Sabre Foundation Downloadatwww.pin5i.Com To melanie Downloadatwww.pin5i.Com ABOUT THE AUTHOR Ian Millington is a partner at ipr Ventures, a consulting company involved in the development of next-generation technologies for entertainment, modeling, and sim- ulation. Previously, he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, which worked on a huge range of game genres and technologies. He has an extensive background in artificial intelligence(AI), including PhD research in complexity theory and natural computing. Ian has published aca demic and professional papers and articles on topics ranging from paleontology to hypertext and is the author of Artificial Intelligence for Games(Morgan Kaufmann, 2006 Downloadatwww.pin5i.Com CONTENTS LIST OF FIGURES PREFACE XIX CHAPTER NTRODUCTION 1.1 WHAT IS GAME PHYSICS? 1.2 WHAT IS A PHYSICS ENGINE? 1.2.1 Advantages of a Physics Engine 1.2.2 Weaknesses of a Physics Engine 1.3 APPROACHES TO PHYSICS ENGINES 1.3.1 Types of object 1.3.2 Contact Resolution 1.3.3 Impulses and Forces 1.3.4 What Were Build 1.4 THE MATHEMATICS OF PHYSICS ENGINES 223455567789 1.4.1 The math You Need to know 1.4.2 The math We'll Review 1.4.3 The Math Well Introduce 10 15 THE SOURCE CODE IN THIS BOOK 10 1.6 HOW THIS BOOK S STRUCTURED 11 PART PARTICLE PHYSICS 13 CHAPTER THE MATHEMATICS OF PARTICLES 2.1 VECTORS 559 2.1.1 The Handedness of Space Downloadatwww.pin5i.Com Contents 2. 1.2 Vectors and directions 20 2. 1.3 Scalar and Vector Multiplication 2. 1.4 Vector Addition and Subtraction 24 2.1.5 Multiplying vectors 2.1.6 The Component Product 28 2.1.7 The Scalar product 2. 1. 8 The Vector Product 31 2. 1. 9 The Orthonormal basis 35 2.2 CALCULUS 2.2.1 Differential Calculus 36 2.2.2 Integral Calculus 40 2.3 SUMMARY CHAPTER 3 THE LAWS OF MOTION 3. A PARTICLE 3.2 THE FIRST TWO LAWS 3.2.1 The first law 3.2.2 The Second law 46 3.2.3 The Force equations 46 3.2.4 Adding Mass to Particles 3.2.5 Momentum and velocity 3.2.6 The Force of gravit 48 3.3 THE INTEGRATOR 50 3.3.1 The Update Equations 51 3.3.2 The Complete Integrator 52 3.4 SUMMAR 54 CHAPTER 4 THE PARTICLE PHYSICS ENGINE 55 4.1 BALLISTICS 4.1.1 Setting Projectile p 56 4.1.2 Implementation 57 4.2 FIREWORKs 60 4.2 .1 The Fireworks data 60 4.2.2 The fi ks rule 61 4.2.3 The Implementation 63 4.3 SUMMARY 66 Downloadatwww.pin5i.Com Physics Engine Design IX PART MASS-AGGREGATE PHYSICS 67 CHAPTER 5 ADDING GENERAL FORCES 69 5.1 D'ALEMBERT'S PRINCIPLE 5.2 FORCE GENERATORS 5.2.1 Interfaces and Polymorphism 73 5.2.2 Implementation 5.2.3 A gravity Force generator 76 5.2.4 A Drag Force Generator 5.3 BUILT-IN GRAVITY AND DAMPING 5.4 SUMMARY CHAPTER 6 SPRINGS AND SPRINGLIKE THINGS 81 6.1HOoK’sLAW 81 6.1.1 The Limit of elasticity 83 6.1.2 Springlike Things 83 6.2 SPRINGLIKE FORCE GENERATORS 83 6.2.1 A Basic spring generator 84 6.2.2 An Anchored Spring Generator 6.2.3 An Elastic Bungee Generator 6.2.4 A Buoyancy Force Generator 89 6.3 STIFF SPRINGS 93 6.3.1 The Problem of Stiff Springs 93 6.3.2 Faking Stiff Springs 95 6.4 SUMMARY 101 CHAPTER HARD CONSTRAINTS 103 7.1 SIMPLE COLLISION RESOLUTION 103 7. 1.1 The Closing velocity 104 7. 1.2 The Coefficient of restitution 105 7. 1. 3 The Collision Direction and the Contact normal 105 7.1.4 Impulses 107 Downloadatwww.pin5i.Com

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试读 127P 游戏物理引擎开发:Game Physics Engine Development
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和风化雨 好东西,学了很久
2019-01-31
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yudi2010 好书,谢谢分享!
2018-07-26
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jjjames1 很不错的资料,感谢分享!
2016-05-16
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whujyj 非常好的资源,帮我很多!
2016-04-15
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danipp123456 物理引擎是游戏的灵魂 好好读一下 很不错
2016-02-20
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sanallen 书还不错,值得下载。
2015-03-10
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佐少love 写的东西很基础,很容易看懂
2014-12-11
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xiaomaozhi1992 不错~~~对于学习游戏开发有很大用处
2014-10-22
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zale_lzj 很不错的资料
2014-09-03
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analystfang 多谢分享,可惜不是中文的,不过很有帮助。
2014-09-01
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