游戏开发中的物理学(第二版,影印版)
David M. Bourg, Bryan Bywalec
出版时间:2013年12月
页数:551
“《游戏开发中的物理学》包含了大量针对现实世界物理问题的解决方法,而这些方法可以被马上用到游戏代码中去。”
——Paul Zirkle
迪斯尼互动公司的
首席游戏工程师

如果你打算丰富游戏中现实意义上的物理体验,这本经典书籍的扩展版本可以为你细化游戏开发中的物理规则。你将学到碰撞、爆炸、声音、弹射和其他一些在Wii、PlayStation、Xbox、智能手机和平板电脑中使用的效果。你也将了解如何利用诸如加速计和光学跟踪设备这样的传感器。
通过所提供的技术背景、公式和一些示例代码,作者David Bourg和Bryan Bywalec为你展示了如何开发适合于多种问题的属于你自己的方案。无论你是孤军奋战还是团队协作,本修订本都是不可或缺的。

· 刷新你对于经典力学的知识,包括运动学、力学、动力学和碰撞响应
· 探索刚体动力学,使用实时2D和3D模拟来处理旋转和惯性
· 解决实际问题:为帆船、飞机、汽车和运动球建模
· 通过数字物理学增强游戏,使用加速计、触摸屏、GPS、光学跟踪设备和3D显示器
· 使用OpenAL音频API捕捉3D声效

David Bourg是MiNO Marine公司的拥有者,这是一家从事造船工程和海事服务的公司。他还在20世纪90年代创办了一家开发儿童游戏、赌博游戏和多种PC到Mac接口的公司。他是《游戏开发中的人工智能》(O’Reilly出版社)一书的作者之一。
Bryan Bywalec是MiNO Marine公司的架构师,在那里对物理世界的精确模拟是日常工作所必需的。他对物理充满激情,他喜欢修改那些让物理担当主角的游戏(比如《Kerble Space Program》)。
  1. Chapter 1: Basic Concepts
  2. Newton’s Laws of Motion
  3. Units and Measures
  4. Coordinate System
  5. Vectors
  6. Derivatives and Integrals
  7. Mass, Center of Mass, and Moment of Inertia
  8. Newton’s Second Law of Motion
  9. Inertia Tensor
  10. Relativistic Time
  11. Chapter 2: Kinematics
  12. Velocity and Acceleration
  13. Constant Acceleration
  14. Nonconstant Acceleration
  15. 2D Particle Kinematics
  16. 3D Particle Kinematics
  17. Kinematic Particle Explosion
  18. Rigid-Body Kinematics
  19. Local Coordinate Axes
  20. Angular Velocity and Acceleration
  21. Chapter 3: Force
  22. Forces
  23. Force Fields
  24. Friction
  25. Fluid Dynamic Drag
  26. Pressure
  27. Buoyancy
  28. Springs and Dampers
  29. Force and Torque
  30. Summary
  31. Chapter 4: Kinetics
  32. Particle Kinetics in 2D
  33. Particle Kinetics in 3D
  34. Rigid-Body Kinetics
  35. Chapter 5 Collisions
  36. Impulse-Momentum Principle
  37. Impact
  38. Linear and Angular Impulse
  39. Friction
  40. Chapter 6: Projectiles
  41. Simple Trajectories
  42. Drag
  43. Magnus Effect
  44. Variable Mass
  45. Rigid-Body Dynamics
  46. Chapter 7: Real-Time Simulations
  47. Integrating the Equations of Motion
  48. Euler’s Method
  49. Better Methods
  50. Summary
  51. Chapter 8: Particles
  52. Simple Particle Model
  53. The Basic Simulator
  54. Implementing External Forces
  55. Implementing Collisions
  56. Tuning
  57. Chapter 9: 2D Rigid-Body Simulator
  58. Model
  59. The Basic Simulator
  60. Tuning
  61. Chapter 10: Implementing Collision Response
  62. Linear Collision Response
  63. Angular Effects
  64. Chapter 11 Rotation in 3D Rigid-Body Simulators
  65. Rotation Matrices
  66. Quaternions
  67. Quaternions in 3D Simulators
  68. Chapter 12: 3D Rigid-Body Simulator
  69. Model
  70. Integration
  71. Flight Controls
  72. Chapter 13: Connecting Objects
  73. Springs and Dampers
  74. Connecting Particles
  75. Connecting Rigid Bodies
  76. Chapter 14: Physics Engines
  77. Building Your Own Physics Engine
  78. Physical Modeling
  79. Chapter 15: Aircraft
  80. Geometry
  81. Lift and Drag
  82. Other Forces
  83. Control
  84. Modeling
  85. Chapter 16: Ships and Boats
  86. Stability and Sinking
  87. Ship Motions
  88. Resistance and Propulsion
  89. Maneuverability
  90. Chapter 17: Cars and Hovercraft
  91. Cars
  92. Hovercraft
  93. Chapter 18: Guns and Explosions
  94. Projectile Motion
  95. Taking Aim
  96. Recoil and Impact
  97. Explosions
  98. Chapter 19: Sports
  99. Modeling a Golf Swing
  100. Billiards
  101. Digital Physics
  102. Chapter 20: Touch Screens
  103. Types of Touch Screens
  104. Step-by-Step Physics
  105. Example Program
  106. Other Considerations
  107. Chapter 21: Accelerometers
  108. Accelerometer Theory
  109. Sensing Orientation
  110. Sensing Tilt
  111. Chapter 22: Gaming from One Place to Another
  112. Location-Based Gaming
  113. What Time Is It?
  114. Location, Location, Location
  115. Chapter 23: Pressure Sensors and Load Cells
  116. Under Pressure
  117. Button Mashing
  118. Barometers
  119. Chapter 24: 3D Display
  120. Binocular Vision
  121. Stereoscopic Basics
  122. Types of Display
  123. Programming Considerations
  124. Chapter 25: Optical Tracking
  125. Sensors and SDKs
  126. Numerical Differentiation
  127. Chapter 26: Sound
  128. What Is Sound?
  129. Characteristics of and Behavior of Sound Waves
  130. 3D Sound
  131. Appendix Vector Operations
  132. Vector Class
  133. Vector Functions and Operators
  134. Appendix Matrix Operations
  135. Matrix3×3 Class
  136. Matrix Functions and Operators
  137. Appendix Quaternion Operations
  138. Quaternion Class
  139. Quaternion Functions and Operators
  140. Appendix Bibliography
  141. General Physics and Dynamics
  142. Mathematics and Numerical Methods
  143. Computational Geometry
  144. Projectiles
  145. Sports Ball Physics
  146. Aerodynamics
  147. Hydrostatics and Hydrodynamics
  148. Automobile Physics
  149. Real-time Physics Simulations
  150. Digital Physics
书名:游戏开发中的物理学(第二版,影印版)
国内出版社:东南大学出版社
出版时间:2013年12月
页数:551
书号:978-7-5641-4599-6
原版书书名:Physics for Game Developers, 2nd Edition
原版书出版商:O'Reilly Media
David M. Bourg
 
在担任造船师及航海工程师时,曾经完成电脑模拟和研发分析工具程序,可测量舰艇的性能和计算舰艇在运动时水波的影响。他还教授大专的船体设计、建造和分析等相关课程。David也在高中讲授造船及软体开发等主题的课程。除了有工程实际的背景之外,他也在自己的公司(Crescent Vision Interactive,www.crescentvision.com)从事专业的电脑游戏研发和咨询工作。现在参与的项目有大型的多人线上角色扮演游戏,以Java写成的多人游戏,以及许多Macintosh移植到PC的游戏。此外,David目前也在攻读工程及应用科学系的博士学位。
 
 
Bryan Bywalec
 
Ever since his father read A Brief History of Time to him in middle school, Bryan Bywalec wanted to be an astrophysicist. While he will always have a passion for pure physics, he became more and more obsessed in high school with the application of those physical principles he was learning. Having been around sailboats his entire life, his decision to seek a degree in Naval Architecture at the University of New Orleans surprised few.

While working on his degree, Mr. Bywalec was employed as a network administrator for the College of Engineering. Having an office in an electronics lab, he explored the world of enterprise computing and became very interested in high performance clusters, remote administration of desktops, and robotics.

Upon graduating in 2007, he began his career at MiNO Marine, LLC and, under the guidance of David Bourg and Kenneth Humphreys, now focuses on finite element analysis of complex welded steel structures. His structural analysis work depends largely on the accurate approximations of non-linear physical systems. Bryan has completed several computational fluid dynamics simulations of exhaust gases from ship stacks and current flow around offshore structures.

In addition to his work as a naval architect, Bryan strives to create innovative ways to connect everyday objects to various control networks. From unlocking door locks via text message to developing a real time street car tracking program, he constantly searches for opportunities to integrate technology into his life.
 
 
The animals on the cover of Physics for Game Developers, 2nd Edition are a cat and amouse. The age-old rivalry between cat and mouse has been the topic of many children’sbooks and Saturday cartoons. From traditional folk tales, such as Aesop’s fables andGrimm Brothers’ fairy tales, to today’s cartoons, such as Tom & Jerry , the cat has chasedand bullied the mouse and the mouse has avoided becoming lunch. The cat may bebigger and stronger, but the mouse is small, fast, and can fit in tight spaces, so the endresult is often a battle of wits.The cover image is from a 19-century engraving from the Dover Pictorial Archive. Thecover font is Adobe ITC Garamond. The text font is Adobe Minion Pro; the headingfont is Adobe Myriad Condensed; and the code font is Dalton Maag’s Ubuntu Mono.
购买选项
定价:89.00元
书号:978-7-5641-4599-6
出版社:东南大学出版社