index_C

 <  Day Day Up  >    

[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]

C++
       memory allocation
               computer unit conversion  
C++ math.h library   2nd   3rd   4th   5th   6th  
C++ trig functions  
calculator   [See scientific calculator]
Cannon Physics (CD-ROM demo)   2nd   3rd  
Cartesian coordinates   2nd   3rd   4th  
       converting polar coordinates to   2nd  
               example 4.4   2nd  
       converting to polar coordinates   2nd  
               example 4.5   2nd  
       in 3D   2nd  
       scalar multiplication (example 4.11)  
       self-assessment  
               solutions  
CD-ROM demo
       Matrix Vortex (matrices)   2nd  
       Matrix Vortex (vectors)   2nd  
CD-ROM demos
       collision detection   2nd  
       collisions   2nd   3rd   4th   5th  
       equations of motion   2nd  
       projectile motion   2nd   3rd  
       transformations   2nd   3rd   4th  
center (circles)  
center point
       rotating objects about   2nd   3rd   4th   5th  
       scaling objects with respect to (example 6.11)   2nd  
circle-circle collision detection (example 2.12)   2nd  
circle-circle collision detection (listing 2.1)   2nd  
circles   2nd   3rd   4th   5th   [See also spheres]6th  
       collision detection   2nd   3rd   4th   5th   6th  
               CD-ROM demo   2nd  
               circle-circle collision (example 2.12)   2nd  
               self-assessment  
       determining equation of (example 2.10)   2nd   3rd  
       self-assessment   2nd  
               solutions  
       sketching
               example 2.8   2nd   3rd   4th  
               example 2.9   2nd   3rd  
       unit circle   2nd   3rd   4th   5th  
circular motion   [See rotational motion]
classes
       3D vector class   2nd  
       matrices  
coefficient of friction   2nd   3rd  
coefficient of restitution  
collision detection
       CD-ROM demo   2nd  
       false collisions   2nd   3rd   4th   5th  
       self-assessment  
               solutions  
       with circles   2nd   3rd   4th   5th   6th  
               circle-circle collision (example 2.12)   2nd  
       with spheres   2nd   3rd   4th  
               sphere-sphere collision detection (example 2.13)   2nd  
collisions
       CD-ROM demo   2nd   3rd   4th   5th  
       coefficient of restitution  
       conservation of momentum theorem   2nd   3rd   4th  
               elastic collisions (example 13.9)   2nd   3rd  
               example 13.7   2nd  
                perfectly inelastic collisions (example 13.8)   2nd  
               self-assessment   2nd   3rd  
       elastic collisions  
       impulse   2nd   3rd   4th  
               self-assessment   2nd   3rd  
       impulse-momentum theorem   2nd   3rd   4th  
               example 13.6   2nd  
       linear collisions   2nd  
       momentum   2nd   3rd  
               1D calculations (example 13.4)   2nd  
               3D calculations (example 13.5)   2nd  
               self-assessment   2nd   3rd  
       perfectly inelastic collisions  
       with stationary objects   2nd   3rd   4th  
               axis-aligned vector reflection (example 13.1)   2nd  
               non-axis-aligned vector reflection   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th  
               self-assessment   2nd   3rd  
combo matrices  
       debugging   2nd   3rd  
       rotating objects   2nd   3rd   4th   5th  
               3D rotation (example 6.12)   2nd   3rd  
       scaling objects (example 6.11)   2nd  
       self-assessment   2nd  
               solutions  
       transposing   2nd   3rd   4th  
commands
       intrinsic   2nd  
commutative law of vector addition   2nd  
commutative laws
       cross product   2nd  
       matrix multiplication   2nd  
compacting
       fundamental period  
       sine wave horizontally (example 3.9)   2nd  
       sine wave vertically (example 3.11)   2nd  
components   [See Cartesian coordinates]
computer unit conversion   2nd  
       bytes   2nd   3rd  
       decimal versus binary   2nd  
               converting binary to decimal   2nd  
               converting binary to decimal (example 7.7)  
               converting decimal to binary   2nd  
               converting decimal to binary (example 7.8)   2nd  
       gigabytes to bits (example 7.9)  
       memory allocation  
       self-assessment  
               solutions  
concatenation  
       debugging combo matrices   2nd   3rd  
       rotating objects   2nd   3rd   4th   5th  
               3D rotation (example 6.12)   2nd   3rd  
       scaling objects (example 6.11)   2nd  
       self-assessment   2nd  
               solutions  
       transposing matrices   2nd   3rd   4th  
conservation of mechanical energy   2nd   3rd   4th  
       calculating (example 12.7)   2nd  
       modified for friction and air resistance  
               example 12.8   2nd  
       self-assessment  
               solutions  
conservation of momentum theorem   2nd   3rd   4th  
       elastic collisions (example 13.9)   2nd   3rd  
       example 13.7   2nd  
       perfectly inelastic collisions (example 13.8)   2nd  
       self-assessment   2nd  
               solutions  
constant acceleration
       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  
               race car examples (8.7 and 8.8)   2nd   3rd  
               self-assessment   2nd  
constant velocity  
       displacement between frames  
       displacement between frames (example 8.2)   2nd  
       displacement with constant velocity  
       displacement with constant velocity (example 8.1)   2nd  
constants
       for conversion factors  
converse of Pythagorean theorem  
conversion factors   2nd   3rd   4th   [See also formulas]5th  
       bytes   2nd   3rd  
       newtons   2nd  
       self-assessment  
               solutions  
converting
       binary numbers to decimal numbers   2nd  
       binary numbers to decimal numbers (example 7.7)  
       Cartesian coordinates
               to polar coordinates   2nd   3rd   4th  
       decimal numbers to binary numbers   2nd  
       decimal numbers to binary numbers (example 7.8)   2nd  
       degrees to radians   2nd   3rd   4th  
               example 3.3  
       gigabtyes to bits (example 7.9)  
       kilometers to meters (example 7.2)  
       meters to kilometers (example 7.1)  
       miles per hour squared to meters per second squared (example 7.6)   2nd  
       miles per hour to meters per second (example 7.5)   2nd  
       miles to meters (example 7.4)   2nd  
       OpenGL to DirectX   2nd   3rd   4th  
       polar coordinates
               to Cartesian coordinates   2nd   3rd   4th  
       radians to degrees   2nd   3rd   4th  
               example 3.4  
       weeks to seconds (example 7.3)   2nd  
coordinates
       Cartesian coordinates   2nd   3rd   4th  
               converting to polar coordinates   2nd   3rd   4th  
               in 3D   2nd  
               scalar multiplication (example 4.11)  
               self-assessment   2nd  
       polar coordinates   2nd   3rd   4th   5th  
               converting to Cartesian coordinates   2nd   3rd   4th  
               scalar multiplication  
               scalar multiplication (example 4.10)   2nd  
               self-assessment   2nd  
corresponding entries (matrices)  
cosecant   2nd   [See also trigonometric functions]
cosine   [See also trigonometric functions]2nd   [See also arccosine ]
       and unit circle  
       defining (example 3.5)   2nd   3rd  
       graphing   2nd   3rd   4th  
       sum and difference identities   2nd  
               example 3.15  
               example 3.16  
       usage of (example 3.6)   2nd   3rd  
cotangent   2nd   [See also trigonometric functions]
       trigonometric identity  
cross product   2nd  
       angle between vectors   2nd  
               example 4.17   2nd  
       example 4.15  
        perpendicular vectors   2nd   3rd   4th   5th  
       self-assessment  
               solutions  
       surface normal  
               example 4.16   2nd  

 <  Day Day Up  >    


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

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net