index_E

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[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [R] [S] [T] [U] [V] [W] [X] [Y] [Z]

elastic collisions  
       example 13.9   2nd   3rd  
energy   [See also motion]
       conservation of mechanical energy   2nd   3rd   4th  
               calculating (example 12.7)   2nd  
               modified for friction and air resistance   2nd   3rd  
               self-assessment   2nd  
       GPE ( gravitational potential energy)   2nd  
               calculating (example 12.6)   2nd  
               self-assessment   2nd  
               units of measurement  
       kinetic energy   2nd  
               calculating (example 12.4)   2nd  
               rotational motion   2nd   3rd   4th  
               self-assessment   2nd   3rd  
               units of measurement  
       work   2nd   3rd  
               calculating (example 12.1)   2nd  
               calculating with angled force (example 12.2)   2nd  
               calculating with force and displacement at different angles (example 12.3)   2nd   3rd  
               self-assessment   2nd   3rd  
               units of measurement  
       work-energy theorem   2nd   3rd  
               example 12.5   2nd   3rd  
English system
       conversion factors   2nd   3rd  
       converting to metric system
               acceleration conversion (example 7.6)   2nd  
               distance conversion (example 7.4)   2nd  
               speed conversion (example 7.5)   2nd  
entries (matrices)   2nd  
       corresponding entries  
equal matrices   2nd   3rd  
       example 5.2   2nd   3rd  
       example 5.3   2nd   3rd  
equations   [See formulas]
       linear equations.   [See linear equations]
equations of motion   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  
       CD-ROM demos   2nd  
       in 2D (example 10.4)   2nd  
       in 3D (example 10.5)   2nd  
       multiple equations example (8.9)   2nd  
       Newton's Second Law  
               example 11.9   2nd  
       race car examples (8.7 and 8.8)   2nd   3rd  
       rotational motion   2nd   3rd  
               Wheel of Fortune example 14.3   2nd  
       self-assessment  
               solutions  
equations with matrices (example 5.7)   2nd  
Euler rotation  
examples
       1D momentum calculations (13.4)   2nd  
       2D differential scale (6.6)   2nd   3rd   4th  
       2D displacement (10.1)   2nd  
       2D equations of motion (10.4)   2nd  
       2D rotation (6.9)   2nd   3rd   4th   5th   6th  
       2D translation by addition (6.1)   2nd   3rd  
       2D translation by multiplication (6.3)   2nd   3rd  
       2D uniform scale (6.5)   2nd   3rd   4th   5th  
       3D average velocity (10.3)   2nd  
       3D differential scale (6.8)   2nd   3rd  
       3D displacement (10.2)   2nd  
       3D equations of motion (10.5)   2nd  
       3D momentum calculations (13.5)   2nd  
       3D numerical vector addition  
       3D numerical vector subtraction (4.9)  
       3D rotation about the y-axis (6.10)   2nd  
       3D rotation with combo matrices (6.12)   2nd   3rd  
       3D scaling with respect to center point (6.11)   2nd  
       3D translation by addition (6.2)   2nd   3rd  
       3D translation by multiplication (6.4)   2nd   3rd  
       3D uniform scale (6.7)   2nd  
       acceleration conversion (7.6)   2nd  
       angle between vectors (4.14)   2nd  
       angle between vectors (4.17)   2nd  
       angular acceleration (14.6)   2nd  
       average acceleration (9.4)   2nd  
       average angular acceleration (14.2)   2nd  
       average angular velocity (14.1)   2nd  
       average velocity (9.1)   2nd  
       axis-aligned vector reflection (13.1)   2nd  
       calculating acceleration (8.5)   2nd  
       calculating average velocity (8.3)   2nd  
       calculating conservation of mechanical energy (12.7)   2nd  
       calculating deceleration (8.6)   2nd  
       calculating friction (11.5)   2nd  
       calculating GPE (gravitational potential energy) (12.6)   2nd  
       calculating kinetic energy (12.4)   2nd  
       calculating mass (11.2)  
       calculating net force in 2D (11.6)   2nd   3rd   4th  
       calculating weight (11.1)  
       calculating work (12.1)   2nd  
       calculating work with angled force (12.2)   2nd  
       calculating work with force and displacement at different angles (12.3)   2nd   3rd  
       checking object in view (4.13)   2nd   3rd  
       circle-circle collision detection (2.12)   2nd  
       compacting sine wave horizontally (3.9)   2nd  
       compacting sine wave vertically (3.11)   2nd  
       conservation of momentum theorem (13.7)   2nd  
       converting binary numbers to decimal numbers (7.7)  
       converting Cartesian coordinates to polar coordinates (4.5)   2nd  
       converting decimal numbers to binary numbers (7.8)   2nd  
       converting degrees to radians (3.3)  
       converting gigabytes to bits (7.9)  
       converting kilometers to meters (7.2)  
       converting meters to kilometers (7.1)  
       converting polar coordinates to Cartesian coordinates (4.4)   2nd  
       converting radians to degrees (3.4)  
       cosine usage (3.6)   2nd   3rd  
       cross product (4.15)  
       defining matrices (5.1)   2nd   3rd  
       defining product (5.9)   2nd   3rd  
       defining sine, cosine, and tangent (3.5)   2nd   3rd  
       derivatives (9.3)   2nd  
       determining equation of circles (2.10)   2nd   3rd  
       determining equation of spheres (2.11)   2nd   3rd  
       determining right triangles (2.2)   2nd   3rd  
       difference identity for cosine (3.16)  
       difference identity for sine (3.14)  
       displacement between frames (8.2)   2nd  
       displacement with constant velocity (8.1)   2nd  
       distance between 3D points (2.3)  
       distance between screen points (2.1)  
       distance conversion (7.4)   2nd  
       distance versus displacement (4.3)   2nd  
       elastic collisions (13.9)   2nd   3rd  
       equal matrices (5.2)   2nd   3rd  
       equal matrices (5.3)   2nd   3rd  
       equations with matrices (5.7)   2nd  
       falling from known height (10.8)   2nd   3rd   4th  
       graphical vector addition (4.6)   2nd   3rd   4th  
       horizontal components of projectiles (10.7)   2nd  
       impulse-momentum theorem (13.6)   2nd  
       instantaneous acceleration (9.5)   2nd  
       instantaneous velocity (9.2)   2nd  
       instantaneous velocity in frames (8.4)   2nd  
       inverse tangent usage (3.7)   2nd   3rd  
       jumping from known height (10.9)   2nd   3rd   4th  
       matrix addition (5.4)   2nd   3rd   4th  
       matrix multiplication on equal- size matrices (5.8)   2nd  
       matrix subtraction (5.5)   2nd   3rd  
       matrix transpose (5.10)  
       matrix transpose (5.12)   2nd  
        midpoint between 3D points (2.5)  
       midpoint between screen points (2.4)   2nd  
       modified conservation of mechanical energy (12.8)   2nd  
       multiple equations of motion (8.9)   2nd  
       negative angle in standard position (3.2)   2nd  
       negative displacement (4.2)   2nd  
       Newton's First Law (11.7)  
       Newton's Second Law (11.8)  
       Newton's Second Law and equations of motion (11.9)   2nd  
       non-axis-aligned vector reflection (13.2)   2nd   3rd  
       non-axis-aligned vector reflection (13.3)   2nd  
       normal force on flat surface (11.3)  
       normal force on inclined plane (11.4)   2nd   3rd  
       normalizing vectors (4.12)   2nd  
       numerical vector addition (4.7)   2nd   3rd   4th  
        perfectly inelastic collisions (13.8)   2nd  
       positive angle in standard position (3.1)   2nd  
       positive displacement (4.1)   2nd  
       race car examples (8.7 and 8.8)   2nd   3rd  
       rotational kinetic energy (14.7)   2nd  
       scalar multiplication (5.6)   2nd  
       scalar multiplication in Cartesian coordinates (4.11)  
       scalar multiplication in polar coordinates (4.10)   2nd  
       second derivatives (9.6)   2nd  
       shooting paintballs (10.10)   2nd   3rd  
       sketching circles (2.8)   2nd   3rd   4th  
       sketching circles (2.9)   2nd   3rd  
       sketching parabolas (2.6)   2nd   3rd  
       sketching parabolas (2.7)   2nd   3rd  
       speed conversion (7.5)   2nd  
       sphere-sphere collision detection (2.13)   2nd  
       stretching sine wave horizontally (3.8)   2nd  
       stretching sine wave vertically (3.10)   2nd  
       sum identity for cosine (3.15)  
       sum identity for sine (3.13)  
       surface normal (4.16)   2nd  
        tangential velocity (14.4)   2nd  
       time conversion (7.3)   2nd  
       vector transpose (5.11)  
       verifying negative angle identities (3.12)  
       vertical components of projectiles (10.6)   2nd  
       vertical motion (8.10)   2nd  
       Wheel of Fortune 14.3 (equations of motion)   2nd  
       Wheel of Fortune 14.5 (tangential acceleration)   2nd  
       work-energy theorem (12.5)   2nd   3rd  

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Beginning Math and Physics for Game Programmers
Beginning Math and Physics for Game Programmers
ISBN: 0735713901
EAN: 2147483647
Year: 2004
Pages: 143
Authors: Wendy Stahler

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