index_F

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falling from known height (example 10.8)   2nd   3rd   4th  
false collisions (collision detection)   2nd   3rd   4th   5th  
Fawcett, Michael
       Cannon Physics CD-ROM demo  
final velocity
       formulas   2nd   3rd   4th  
flat surface
       normal force on (example 11.3)  
foot - pounds  
force
       at different angle than displacement
               calculating work (example 12.3)   2nd   3rd  
       in definition of work  
       units of measurement  
forces   2nd   [See also motion]
       friction  
               calculating (example 11.5)   2nd  
               coefficient of friction   2nd   3rd  
               combined with normal force   2nd  
               kinetic friction   2nd   3rd  
               static friction   2nd   3rd  
       gravity  
               changes in  
       net force   2nd   3rd  
               calculating in 2D (example 11.6)   2nd   3rd   4th  
               free-body diagrams   2nd   3rd   4th   5th  
       Newton's First Law   2nd   3rd  
               example 11.7  
       Newton's laws
               self-assessment   2nd   3rd  
       Newton's Second Law   2nd   3rd   4th  
               and equations of motion (example 11.9)   2nd  
               example 11.8  
       Newton's Third Law   2nd  
       Newton's laws
               self-assessment  
       Newton •s First Law  
       Newton •s Second Law  
       Newton •s Third Law  
       normal force   2nd  
               combined with friction   2nd  
               on flat surface (example 11.3)  
               on inclined plane (example 11.4)   2nd   3rd  
       self-assessment   2nd   3rd  
               solutions  
       weight   2nd   3rd   4th   5th  
               calculating (example 11.1)  
               calculating mass (example 11.2)  
               versus mass  
formulas   [See also conversion factors]
       2D combo matrices   2nd  
       2D displacement   2nd  
       2D rotation   2nd  
       2D scaling   2nd  
       2D translation by addition   2nd  
       2D translation by multiplication   2nd  
       2D vector normalization   2nd  
       3D combo matrices   2nd  
       3D numerical vector addition  
       3D numerical vector subtraction  
       3D rotation about the x-axis (pitch)   2nd  
       3D rotation about the y-axis (yaw)   2nd  
       3D rotation about the z-axis (roll)   2nd  
       3D scaling   2nd  
       3D translation by addition  
       3D translation by multiplication   2nd  
       3D vector normalization   2nd  
       acceleration   2nd  
       amplitude of sine wave   2nd   3rd  
       angle between vectors   2nd   3rd   4th  
       angular displacement   2nd  
       angular momentum  
       average acceleration   2nd  
       average angular acceleration   2nd  
       average angular velocity   2nd  
       average velocity   2nd   3rd   4th   5th   6th  
               in 2D and 3D   2nd  
       axis-aligned vector reflection   2nd  
       Cartesian coordinates in 3D  
       circle-circle collision detection   2nd  
               optimized   2nd  
       circles   2nd  
               centered at origin   2nd  
               determining (example 2.10)   2nd   3rd  
       conservation of mechanical energy   2nd  
               modified for friction and air resistance   2nd  
       conversion factors   2nd  
       converting Cartesian coordinates to polar coordinates  
       converting OpenGL to DirectX   2nd  
       converting polar coordinates to Cartesian coordinates  
       cross product   2nd  
       degrees to radians conversion   2nd  
       displacement   2nd   3rd   4th   5th   6th  
       displacement between frames   2nd  
       displacement with constant velocity   2nd  
       distance between points
               in 2D   2nd  
               in 3D   2nd  
       dot product
               in 2D   2nd  
               in 3D   2nd  
       equations of motion   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  
               CD-ROM demos   2nd  
               in 2D (example 10.4)   2nd  
               in 2D and 3D   2nd  
               in 3D (example 10.5)   2nd  
               multiple equations example (8.9)   2nd  
               race car examples (8.7 and 8.8)   2nd   3rd  
               self-assessment   2nd  
       final velocity   2nd   3rd   4th  
       GPE ( gravitational potential energy)   2nd  
       horizontal components of projectiles   2nd  
       impulse   2nd  
       instantaneous acceleration   2nd  
               using derivatives   2nd  
               using second derivatives   2nd  
       instantaneous velocity   2nd  
               using derivatives   2nd  
       kinetic energy   2nd  
       kinetic friction   2nd  
       linear collisions   2nd  
       linear equations  
       math.h inverse trigonometric functions  
       math.h trigonometric functions  
       matrix multiplication  
       matrix transpose   2nd   3rd  
        midpoint in 2D   2nd  
       midpoint in 3D   2nd  
       momentum   2nd  
       negative angles trigonometric identities   2nd  
       Newton's Second Law
               rotational motion  
       non-axis-aligned vector reflection   2nd  
       numerical vector subtraction  
        parabolas
               horizontal axis of symmetry   2nd  
               vertical axis of symmetry   2nd  
       parallel lines  
        perpendicular check   2nd   3rd  
       perpendicular lines  
       point-slope linear equation  
       positive and negative dot product   2nd  
       Pythagorean theorem   2nd  
                converse of  
       radians to degrees conversion   2nd  
       rotational kinetic energy  
       scalar multiplication   2nd  
               in Cartesian coordinates  
               in polar coordinates   2nd  
       sine wave period   2nd   3rd  
       slope   2nd  
       slope of lines  
       slope-intercept linear equation  
       sphere-sphere collision detection
               optimized   2nd  
       spheres   2nd  
               centered at origin   2nd  
               determining (example 2.11)   2nd   3rd  
       static friction   2nd  
       sum and difference identities for cosine   2nd  
       sum and difference identities for sine   2nd  
       surface normal  
       symbols in  
       tangent and cotangent trigonometric identities  
        tangential acceleration   2nd  
       tangential velocity   2nd  
       torque  
       trigonometric functions   2nd   3rd   4th  
       unit circle trigonometric identity   2nd  
       vector addition  
       vertical components of projectiles   2nd  
       weight   2nd  
       work   2nd  
framerate
       changes in  
frames
       displacement between   2nd  
               example 8.2   2nd  
       instantaneous velocity in (example 8.4)   2nd  
free-body diagrams   2nd   3rd   4th   5th  
       calculating net force in 2D (example 11.6)   2nd   3rd   4th  
friction  
       calculating (example 11.5)   2nd  
       coefficient of friction   2nd   3rd  
       combined with normal force   2nd  
       kinetic friction   2nd   3rd  
       modifying conservation of mechanical energy law   2nd  
               example 12.8   2nd  
       static friction   2nd   3rd  
functions
       C++ trig functions  
       pow()  
       powf()  
       printMatrix()  
       sqrt()  
       sqrtf()  
fundamental period   2nd   [See also period]

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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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