Saturday, January 15, 2011

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.


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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