Beginning Math and Physics for Game Programmers

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  Table of Contents
  Index
 
Beginning Math and Physics for Game Programmers
By Wendy  Stahler
 
Publisher : New Riders Publishing
Pub Date : March 24, 2004
ISBN : 0-7357-1390-1
Pages : 504
   


Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of game development. Each chapter includes exercises to make the learning stick, and Visualization Experience sections are sprinkled throughout that walk you through a demo of the chapter's content. By the end of the volume, you'll have a thorough understanding of all of the math and physics concepts, principles, and formulas you need to control and enhance your user 's gaming experience.

   <  Day Day Up  >  
 <  Day Day Up  >  

   
  Table of Contents
  Index
 
Beginning Math and Physics for Game Programmers
By Wendy  Stahler
 
Publisher : New Riders Publishing
Pub Date : March 24, 2004
ISBN : 0-7357-1390-1
Pages : 504
   


                 
      Copyright
      About the Author
      About the Technical Reviewers
      Acknowledgments
      Tell Us What You Think
      Introduction
        Who Is This Book For?
        How Is This Book Organized?
        What Will I Take Away from This Book?
      Chapter 1.   Points and Lines
        The Point Defined
        The Line Defined
        Properties of Lines
        Applications in Collision Detection
        Self-Assessment Solutions
      Chapter 2.   Geometry Snippets
        Distance Between Points
        Parabolas
        Circles and Spheres
        Applications in Collision Detection
        Visualization Experience: Collision Detection
        Self-Assessment Solutions
      Chapter 3.   Trigonometry Snippets
        Degrees Versus Radians
        Trigonometric Functions
        Trigonometric Identities
        Using Math Libraries in C++
        Self-Assessment Solutions
      Chapter 4.   Vector Operations
        Vector Versus Scalar
        Polar Coordinates Versus Cartesian Coordinates
        Vector Addition and Subtraction
        Scalar Multiplication
        Dot Product
        Cross Product
        Visualization Experience
        Self-Assessment Solutions
      Chapter 5.   Matrix Operations
        Equal Matrices
        Matrix Addition and Subtraction
        Scalar Multiplication
        Matrix Multiplication
        Transpose
        Visualization Experience
        Self-Assessment Solutions
      Chapter 6.   Transformations
        Translation
        Scaling
        Rotation
        Concatenation
        Visualization Experience
        Self-Assessment Solutions
      Chapter 7.   Unit Conversions
        The Metric System
        Converting Units Between Systems
        Computer Conversions
        Self-Assessment Solutions
      Chapter 8.   Motion in One Dimension
        Speed and Velocity
        Acceleration
        Equations of Motion
        Visualization Experience
        Self-Assessment Solutions
      Chapter 9.   Derivative Approach to Motion in One Dimension
        Visualizing Velocity and Derivative
        Visualizing Acceleration and Second Derivative
        Self-Assessment Solutions
      Chapter 10.   Motion in Two and Three Dimensions
        Using Vectors
        Projectiles
        Visualization Experience
        Self-Assessment Solutions
      Chapter 11.   Newton's Laws
        Forces
        Using Newton's Laws to Determine How Forces Affect an Object's Motion
        Self-Assessment Solutions
      Chapter 12.   Energy
        Work and Kinetic Energy
        Potential Energy and the Conservation Law
        Self-Assessment Solutions
      Chapter 13.   Momentum and Collisions
        Collision with a Stationary Object
        Momentum and Impulse Defined
        Modeling Collisions
        Visualization Experience
        Self-Assessment Solutions
      Chapter 14.   Rotational Motion
        Circular Motion
        Rotational Dynamics
        Self-Assessment Solutions
      Appendix A.   List of Formulas
        Symbols
        Chapter 1, "Points and Lines"
        Chapter 2, "Geometry Snippets"
        Chapter 3, "Trigonometry Snippets"
        Chapter 4, "Vector Operations"
        Chapter 5, "Matrix Operations"
        Chapter 6, "Transformations"
        Chapter 7, "Unit Conversions"
        Chapter 8, "Motion in One Dimension"
        Chapter 9, "Derivative Approach to Motion in One Dimension"
        Chapter 10, "Motion in Two and Three Dimensions"
        Chapter 11, "Newton's Laws"
        Chapter 12, "Energy"
        Chapter 13, "Momentum and Collisions"
        Chapter 14, "Rotational Motion"
      Appendix B.   Suggested Reading
      Appendix C.   What's on the CD-ROM
        Loading the CD Files
        Exercise Files
        Third-Party Programs
        Read This Before Opening the Software
      Glossary
      Index
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