Dewey Decimal794.8/1526
Table Of ContentPreface About the Author About the CD-ROM 1 Introduction 1.1 What is Game Physics 1.2 What is a Physics Engine 1.2.1 Advantages of a Physics Engine 1.2.2 Weaknessess 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 We''re Building 1.4 The Mathematics of Physics Engines 1.4.1 The Math You Need to Know 1.4.2 The Math We''ll Review 1.4.3 The Mathematics We''ll Introduce 1.5 The Source Code in the Book 1.6 How the Book is Structured I Particle Physics 2 The Mathematics of Particles 2.1 Vectors 2.1.1 The Handedness of Space 2.1.2 Vectors and Directions 2.1.3 Scalar and Vector Multiplication 2.1.4 Vector Addition and Subtraction 2.1.5 Multiplying Vectors 2.1.6 The Component Product 2.1.7 The Scalar Product 2.1.8 The Vector Product 2.1.9 The Orthonormal Basis 2.2 Calculus 2.2.1 Differential Calculus 2.2.2 Integral Calculus 3 The Laws of Motion 3.1 A Particle 3.2 The First Two Laws 3.2.1 The Force Equations 3.2.2 Adding Mass to Particles 3.2.3 Momentum and Velocity 3.2.4 The Force of Gravity 3.3 The Integrator 3.3.1 The Update Equations 3.3.2 The Complete Integrator 4 The Particle Physics Engine 4.1 Ballistics 4.1.1 Setting Projectile Properties 4.1.2 Implementation 4.2 Fireworks 4.2.1 The Firework Data 4.2.2 Firework Rules 4.2.3 The Implementation II Mass Aggregate Physics 5 Adding General Forces 5.1 D''Alembert''s Principle 5.2 Force Generators 5.2.1 Interfaces and Polymorphism 5.2.2 Implementation 5.2.3 A Gravity Force Generator 5.2.4 A Drag Force Generator 5.3 Built-In Gravity and Damping 6 Springs and Spring-like Things 6.1 Hook''s Law 6.2 Spring-Like Force Generators 6.2.1 A Basic Spring Generator 6.2.2 An Anchored Spring Generator 6.2.3 An Elastic Bungee Generator 6.2.4 A Buoyancy Force Generator 6.3 Stiff Springs 6.3.1 The Problem of Stiff Springs 6.3.2 Faking Stiff Springs 7 Hard Constraints 7.1 Simple Collision Resolution 7.1.1 The Closing Velocity 7.1.2 The Coefficient of Restitution 7.1.3 The Collision Direction and the Contact Normal 7.1.4 Impulses 7.2 Collision Processing 7.2.1 Collision Detection 7.2.2 Resolving Interpenetration 7.2.3 Resting Contacts 7.3 The Contact Resolver Algorithm 7.3.1 Resolution Order 7.3.2 Time-Division Engines 7.4 Collision-Like Things 7.4.1 Cables 7.4.2 Rods 8 The Mass Aggregate Physics Engine 8.1 Overview of the Engine 8.2 Using the Physics Engine 8.2.1 Rope Bridges and Cables 8.2.2 Friction III Rigid Body Physics 9 The Mathematics of Rotations 9.1 Rotating Objects in 2D 9.1.1 The Mathematics of Angles 9.1.2 Angular Speed 9.1.3 The Origin and the Centre of Mass 9.2 Orientation in 3D 9.2.1 Euler Angles 9.2.2 Axis-Angle 9.2.3 Rotation Matrices 9.2.4 Quaternions 9.3 Angular Velocity and Acceleration 9.3.1 Velocity of a Point 9.3.2 Angular Acceleration 9.4 Implementing the Mathematics 9.4.1 The Matrix Classes 9.4.2 Matrix Multiplication 9.4.3 Matrix Inverse and Transpose 9.4.4 Converting a Quaternion to a Matrix 9.4.5 Transforming Vectors 9.4.6 Changing the Basis of a Matrix 9.4.7 The Quaternion Class 9.4.8 Normalising Quaternions 9.4.9 Combining Quaternions 9.4.10 Rotating 9.4.11 Updating by The Angular Velocity 10 Laws of Motion for Rigid Bodies 10.1 The Rigid Body 10.2 Newton 2 for Rotation 10.2.1 Torque 10.2.2 The Moment of Inertia 10.2.3 Inertia Tensor in World-Coordinates 10.3 D''Alembert for Rotation 10.3.1 Force Generators 10.4 The
SynopsisSimulating 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., This handbook 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. The CD-ROM includes the source code for a complete physics engine of commercial quality.
LC Classification NumberQA76.76.C672M55 2006