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Game physics engine development : how to build a robust commercial-grade physics engine for your game /

By: Millington, Ian.
Publisher: Amsterdam : Morgan Kaufmann Publishers, c2010Edition: 2nd ed.Description: xxix, 522 p. : ill. ; 24 cm.Content type: text Media type: unmediated Carrier type: volumeISBN: 0123819768; 9780123819765:; 9780123819765.Subject(s): Computer games -- Programming | Physics -- Data Processing | Physics -- Data processing | Game engine developmentDDC classification: 794.81526
Contents:
Introduction--The mathematics of particles--The laws of motion--The particle physics engine-- Adding general forces-- Springs and spring-like things--Hard constraints--The mass aggregate physics engine--The mathematics of rotations--Laws of motion for rigid bodies--The rigid-boby physics engine--Collision detection--Generating contacts--Collision resolution--Resting contacts and friction--Stability and optimization--Putting it all together--Physics in two dimensions--Other programming languages-- Other types of physics.
Summary: Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to be in the real world. This text carefully describes each step in the creation of a robust, usable physics engine.
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Includes bibliographical references (p. 509) and index.

Introduction--The mathematics of particles--The laws of motion--The particle physics engine-- Adding general forces-- Springs and spring-like things--Hard constraints--The mass aggregate physics engine--The mathematics of rotations--Laws of motion for rigid bodies--The rigid-boby physics engine--Collision detection--Generating contacts--Collision resolution--Resting contacts and friction--Stability and optimization--Putting it all together--Physics in two dimensions--Other programming languages-- Other types of physics.

Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to be in the real world. This text carefully describes each step in the creation of a robust, usable physics engine.

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