Description
Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.CONTENTS:
Part 1: Dynamics
1. Introduction to Windows Programming and DirectX
2. 2D Transforms
3. 2D Kinetics
4. Introduction to 3D
5. 3D Transforms
6. 3D Kinetics
7. Collisions
8. Integration of Differential Equations
Part 2: Physics
9. Gravity
10. Sound
11. Optics
12. Fluids
Part 3: Simulations
13. Particle Systems
14. Mass/Spring Systems
15. Blobs
16. Spacecraft and Airplanes
17. Cars and Hovercraft
18. Building the Game
Published
01 Sep 2004
Publisher
COURSE TECHNOLOGY INC.
ISBN
9781592000937
Pages
514




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