Download Physics for Game Developers: Science, math, and code for by David M. Bourg, Bryan Bywalec PDF

By David M. Bourg, Bryan Bywalec

If you need to enhance your game’s adventure with physics-based realism, the multiplied variation of this vintage e-book information physics ideas appropriate to video game improvement. You’ll know about collisions, explosions, sound, projectiles, and different results utilized in video games on Wii, PlayStation, Xbox, smartphones, and drugs. You’ll additionally get a deal with on find out how to make the most of numerous sensors corresponding to accelerometers and optical monitoring devices.

Authors David Bourg and Bryan Bywalec enable you increase your individual options to quite a few difficulties by way of offering technical historical past, formulation, and some code examples. This up to date publication is integral even if you're employed on my own or as a part of a team.
* Refresh your wisdom of classical mechanics, together with kinematics, strength, kinetics, and collision reaction
* discover inflexible physique dynamics, utilizing real-time second and 3D simulations to deal with rotation and inertia
* observe recommendations to real-world difficulties: version the habit of boats, airplanes, vehicles, and activities balls
* increase your video games with electronic physics, utilizing accelerometers, contact monitors, GPS, optical monitoring units, and 3D screens
* seize 3D sound results with the OpenAL audio API

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Additional info for Physics for Game Developers: Science, math, and code for realistic effects

Example text

In general, people think of mass as a measure of the amount of matter in a body. For our purposes in the study of mechanics, we can also think of mass as a measure of a body’s resistance to motion or a change in its motion. Thus, the greater a body’s mass, the harder it will be to set it in motion or change its motion. In laymen’s terms, the center of mass (also known as center of gravity) is the point in a body around which the mass of the body is evenly distributed. In mechanics, the center of mass is the point through which any force can act on the body without resulting in a rotation of the body.

Another common calculation involves finding the shortest distance from a point to a plane in space; you use the dot-product operation here. Both of these tasks are described in Appendix A, which we encourage you to review before delving too deeply into the example code presented throughout the remainder of this book. Derivatives and Integrals If you’re not familiar with calculus, or The Calculus, don’t let the use of derivatives and integrals in this text worry you. While we’ll write equations using derivatives and inte‐ grals, we’ll show you explicitly how to deal with them computationally throughout this book.

That being the case, the main contribution to the rigid body’s products of inertia will be due to the transfer of axes terms for each element. Before looking at some sample code, let’s first revise the element structure to include a new term to hold the element’s local moment of inertia as follows: typedef struct _PointMass { float mass; Vector designPosition; Vector correctedPosition; Vector localInertia; } PointMass; Here we’re using a vector to represent the three local moment of inertia terms and we’re also assuming that the local products of inertia are zero for each element.

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