index_D

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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]

days   [See also weeks]
debugging
       combo matrices   2nd   3rd  
deceleration
       calculating (example 8.6)   2nd  
decimal numbers   2nd  
       converting binary to   2nd  
       converting binary to (example 7.7)  
       converting to binary   2nd  
       converting to binary (example 7.8)   2nd  
defining
       product (matrix multiplication)   2nd  
               example 5.9   2nd   3rd  
       vectors   2nd  
defining matrices   2nd  
       example 5.1   2nd   3rd  
degrees
       converting radians to   2nd   3rd   4th  
               example 3.4  
       converting to radians   2nd   3rd   4th  
               example 3.3  
       versus radians   2nd  
delete keyword  
demos   [See CD-ROM demos]
derivatives
       instantaneous acceleration   2nd   3rd  
               example 9.6   2nd  
       instantaneous velocity   2nd  
               example 9.3   2nd  
       self-assessment   2nd   3rd  
               solutions   2nd  
difference identities for cosine   2nd  
       example 3.16  
difference identities for sine   2nd  
       example 3.14  
differential scale
       2D differential scale (example 6.6)   2nd   3rd   4th  
       3D differential scale (example 6.8)   2nd   3rd  
dimensions (matrices)  
direction   [See also vectors]2nd   [See also displacement]
       negative direction   2nd  
       positive direction   2nd  
DirectX
       converting OpenGL to   2nd   3rd   4th  
displacement   2nd   [See also direction]3rd  
       angular displacement   2nd   3rd   4th  
               example 14.3   2nd  
       at different angle than force
               calculating work (example 12.3)   2nd   3rd  
       formulas   2nd   3rd   4th  
       in definition of work  
       negative displacement
               example 4.2   2nd  
       positive displacement
               example 4.1   2nd  
       units of measurement  
       versus distance   2nd   3rd  
               example 4.3   2nd  
       with vectors   2nd   3rd   4th   5th   6th  
               2D displacement (example 10.1)   2nd  
               3D displacement (example 10.2)   2nd  
displacement between frames   2nd  
       example 8.2   2nd  
displacement with constant velocity   2nd  
       example 8.1   2nd  
distance
       versus displacement   2nd   3rd  
               example 4.3   2nd  
distance between points   2nd   3rd   4th   5th   6th  
       3D points (example 2.3)  
        midpoint between 3D points (example 2.5)  
       midpoint between screen points (example 2.4)   2nd  
       right triangle determination (example 2.2)   2nd   3rd  
       screen points (example 2.1)  
       self-assessment   2nd   3rd  
               solutions  
distance conversion (example 7.4)   2nd  
division
       versus multiplication
               operational cost  
dot product   2nd   3rd   4th   5th  
       angle between vectors  
       angle between vectors (example 4.14)   2nd  
       checking object in view (example 4.13)   2nd   3rd  
       matrix multiplication   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  
               equal- size matrices (example 5.8)   2nd  
               self-assessment   2nd  
                unequal -size matrices (example 5.9)   2nd   3rd  
        perpendicular check   2nd   3rd  
       positive and negative dot product   2nd  
       projection   2nd  
       self-assessment  
               solutions  

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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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