Flylib.com
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
BUY ON AMAZON
Beginning Math and Physics for Game Programmers
Table of Contents
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
Chapter A. List of Formulas
Symbols
Chapter 1,
Chapter 2,
Chapter 3,
Chapter 4,
Chapter 5,
Chapter 6,
Chapter 7,
Chapter 8,
Chapter 9,
Chapter 10,
Chapter 11,
Chapter 12,
Chapter 13,
Chapter 14,
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
index_SYMBOL
index_A
index_B
index_C
index_D
index_E
index_F
index_G
index_H
index_I
index_J
index_K
index_L
index_M
index_N
index_O
index_P
index_R
index_S
index_T
index_U
index_V
index_W
index_X
index_Y
Beginning Math and Physics for Game Programmers
ISBN: 0735713901
EAN: 2147483647
Year: 2004
Pages: 143
Authors:
Wendy Stahler
BUY ON AMAZON
WebLogic: The Definitive Guide
Configuring JMS Resources
An Overview of Clustering
Mapping Certificates to WebLogic Users
Creating a Custom Authentication Provider
XML
.NET System Management Services
.NET Framework and Windows Management Instrumentation
Handling WMI Events
The WMI Schema
WMI Providers
WMI Security
Microsoft Office Visio 2007 Step by Step (Step By Step (Microsoft))
Finding Shapes for Diagrams
Tracking Project Details with Gantt Charts
Adding Door, Window, and Furniture Shapes to Office Layouts
Storing Information with Network Shapes
Choose the Right Book for You
MPLS Configuration on Cisco IOS Software
Frame-Mode MPLS Configuration and Verification
PE-CE Routing Protocol-Static and RIP
Carrier Supporting Carriers
Command Reference
Case Study 8: Implementing Hub and Spoke Topologies with EIGRP
VBScript in a Nutshell, 2nd Edition
Reusable Code Libraries
Why Program Outlook Forms?
Section A.8. Error Handling
Section A.16. User Interaction
Section A.17. Variable Declaration
Digital Character Animation 3 (No. 3)
Facial Rigging
Secondary Action
Animating with Poses
Animating the Face
Reptiles
flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net
Privacy policy
This website uses cookies. Click
here
to find out more.
Accept cookies