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Index
Physics for Game Developers Preface
Who Is This Book For? What We Assume You Know Mechanics Digital Physics Arrangement of This Book Conventions Used in This Book Using Code Examples Safari® Books Online How to Contact Us Acknowledgments
I. Fundamentals
1. Basic Concepts
Newton’s Laws of Motion Units and Measures Coordinate System Vectors Derivatives and Integrals Mass, Center of Mass, and Moment of Inertia Newton’s Second Law of Motion Inertia Tensor Relativistic Time
2. Kinematics
Velocity and Acceleration Constant Acceleration Nonconstant Acceleration 2D Particle Kinematics 3D Particle Kinematics
X Components Y Components Z Components The Vectors Hitting the Target
Kinematic Particle Explosion Rigid-Body Kinematics Local Coordinate Axes Angular Velocity and Acceleration
3. Force
Forces Force Fields Friction Fluid Dynamic Drag Pressure Buoyancy Springs and Dampers Force and Torque Summary
4. Kinetics
Particle Kinetics in 2D Particle Kinetics in 3D
X Components Y Components Z Components Cannon Revised
Rigid-Body Kinetics
5. Collisions
Impulse-Momentum Principle Impact Linear and Angular Impulse Friction
6. Projectiles
Simple Trajectories Drag Magnus Effect Variable Mass
II. Rigid-Body Dynamics
7. Real-Time Simulations
Integrating the Equations of Motion Euler’s Method Better Methods Summary
8. Particles
Simple Particle Model
Integrator Rendering
The Basic Simulator Implementing External Forces Implementing Collisions
Particle-to-Ground Collisions Particle-to-Obstacle Collisions
Tuning
9. 2D Rigid-Body Simulator
Model
Transforming Coordinates Integrator Rendering
The Basic Simulator Tuning
10. Implementing Collision Response
Linear Collision Response Angular Effects
11. Rotation in 3D Rigid-Body Simulators
Rotation Matrices Quaternions
Quaternion Operations
Magnitude Conjugate: The ~ operator QVRotate Quaternion multiplication: The * operator Vector multiplication: The * operator MakeQFromEulerAngles MakeEulerAnglesFromQ
Quaternions in 3D Simulators
12. 3D Rigid-Body Simulator
Model Integration Flight Controls
13. Connecting Objects
Springs and Dampers Connecting Particles
Rope
Spring structure and variables Initialize the particles and springs Update the simulation
Connecting Rigid Bodies
Links
Basic structures and variables Initialize Update
Rotational Restraint
14. Physics Engines
Building Your Own Physics Engine
Physics Models Simulated Objects Manager Collision Detection Collision Response Force Effectors Numerical Integrator
III. Physical Modeling
15. Aircraft
Geometry Lift and Drag Other Forces Control Modeling
16. Ships and Boats
Stability and Sinking
Stability Sinking
Ship Motions
Heave Roll Pitch Coupled Motions
Resistance and Propulsion
General Resistance
Planing craft Virtual mass Guidance speeds
Propulsion
Maneuverability
Rudders and Thrust Vectoring
Propeller walk
17. Cars and Hovercraft
Cars
Resistance Power Stopping Distance Steering
Hovercraft
How Hovercraft Work Resistance Steering
18. Guns and Explosions
Projectile Motion Taking Aim
Zeroing the Sights
Bullet drop: Gravity and air resistance Wind
Breathing and Body Position
Recoil and Impact Explosions
Particle Explosions Polygon Explosions
19. Sports
Modeling a Golf Swing
Solving the Golf Swing Equations
Billiards
Implementation Initialization Stepping the Simulation Calculating Forces Handling Collisions
IV. Digital Physics
20. Touch Screens
Types of Touch Screens
Resistive Capacitive Infrared and Optical Imaging Exotic: Dispersive Signal and Surface Acoustic Wave
Step-by-Step Physics
Resistive Touch Screens
One-dimensional resistive touch sensor Four-wire resistive touch screen
Capacitive Touch Screens
Self-capacitance Mutual capacitance
Example Program
Multitouch
Other Considerations
Haptic Feedback Modeling Touch Screens in Games Difference from Mouse-Based Input Custom Gestures
21. Accelerometers
Accelerometer Theory
MEMS Accelerometers Common Accelerometer Specifications Data Clipping
Sensing Orientation Sensing Tilt
Using Tilt to Control a Sprite Two Degrees of Freedom
22. Gaming from One Place to Another
Location-Based Gaming
Geocaching and Reverse Geocaching Mixed Reality Street Games
What Time Is It?
Two-Dimensional Mathematical Treatment
Location, Location, Location
Distance Great-Circle Heading Rhumb Line
23. Pressure Sensors and Load Cells
Under Pressure
Example Effects of High Pressure
Button Mashing
Load Cells
Tiny scales Center of gravity
Barometers
24. 3D Display
Binocular Vision Stereoscopic Basics
The Left and Right Frustums
Types of Display
Complementary-Color Anaglyphs Linear and Circular Polarization Liquid-Crystal Plasma Autostereoscopy Advanced Technologies
Programming Considerations
Active Stereoization Passive Stereoization
25. Optical Tracking
Sensors and SDKs
Kinect OpenCV
Numerical Differentiation
26. Sound
What Is Sound? Characteristics of and Behavior of Sound Waves
Harmonic Wave Superposition Speed of Sound Attenuation Reflection Doppler Effect
3D Sound
How We Hear in 3D A Simple Example
A. Vector Operations
Vector Class
Magnitude Normalize Reverse Vector Addition: The += Operator Vector Subtraction: The −= Operator Scalar Multiplication: The *= Operator Scalar Division: The /= Operator Conjugate: The − Operator
Vector Functions and Operators
Vector Addition: The + Operator Vector Subtraction: The − Operator Vector Cross Product: The ^ Operator Vector Dot Product: The * Operator Scalar Multiplication: The * Operator Scalar Division: The / Operator Triple Scalar Product
B. Matrix Operations
Matrix3×3 Class
Determinant Transpose Inverse Matrix Addition: The += Operator Matrix Subtraction: The −= Operator Scalar Multiplication: The *= Operator Scalar Division: The /= Operator
Matrix Functions and Operators
Matrix Addition: The + Operator Matrix Subtraction: The − Operator Scalar Divide: The / Operator Matrix Multiplication: The * Operator Scalar Multiplication: The * Operator Vector Multiplication: The * Operator
C. Quaternion Operations
Quaternion Class
Magnitude GetVector GetScalar Quaternion Addition: The += Operator Quaternion Subtraction: The −= Operator Scalar Multiplication: The *= Operator Scalar Division: The /= Operator Conjugate: The ~ Operator
Quaternion Functions and Operators
Quaternion Addition: The + Operator Quaternion Subtraction: The − Operator Quaternion Multiplication: The * Operator Scalar Multiplication: The * Operator Vector Multiplication: The * Operator Scalar Division: The / Operator QGetAngle QGetAxis QRotate QVRotate MakeQFromEulerAngles MakeEulerAnglesFromQ Conversion Functions
D. Bibliography
General Physics and Dynamics Mathematics and Numerical Methods Computational Geometry Projectiles Sports Ball Physics Aerodynamics Hydrostatics and Hydrodynamics Automobile Physics Real-time Physics Simulations Digital Physics
Index About the Authors Colophon Copyright
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