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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
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
Database Modeling with MicrosoftВ® Visio for Enterprise Architects (The Morgan Kaufmann Series in Data Management Systems)
Introduction
Getting Started
ORM Constraints
Editing Logical Models”Advanced Aspects
Change Propagation and Round Trip Engineering
Cisco Voice Gateways and Gatekeepers
Introduction to Voice Protocols
Securing H.323 Gateways
Case Study: Configuring an H.323 Gateway
Order of Operation in Digit Manipulation
COR Overview
Google Maps Hacks: Tips & Tools for Geographic Searching and Remixing
Hack 29. Find the Best Gasoline Prices
Hack 33. Why Your Cell Phone Doesnt Work There
Hack 38. Map Your Wardriving Expeditions
Hacks 5161: Introduction
Hack 52. Put a Map and HTML into Your Info Windows
Twisted Network Programming Essentials
Providing POP3 Access to Mailboxes
Listing the Newsgroups on a Server
Downloading Usenet Articles
Using NNTP as a User Interface
Logging Events and Errors
Web Systems Design and Online Consumer Behavior
Chapter V Consumer Complaint Behavior in the Online Environment
Chapter XII Web Design and E-Commerce
Chapter XV Customer Trust in Online Commerce
Chapter XVII Internet Markets and E-Loyalty
Chapter XVIII Web Systems Design, Litigation, and Online Consumer Behavior
Digital Character Animation 3 (No. 3)
Chapter Four. Basics of Animation
The Mechanics of Walking
Chapter Eight. Animal Motion
Four-Legged Mammals
Insects and Spiders
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