Game Physics Pearls
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Game Physics Pearls
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Author : Gino van den Bergen
language : en
Publisher: CRC Press
Release Date : 2010-07-23
Game Physics Pearls written by Gino van den Bergen and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-07-23 with Computers categories.
Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical
Game Physics
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Author : David H. Eberly
language : en
Publisher:
Release Date : 2010
Game Physics written by David H. Eberly and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Computer games categories.
Introduction To Game Physics With Box2d
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Author : Ian Parberry
language : en
Publisher: CRC Press
Release Date : 2017-06-29
Introduction To Game Physics With Box2d written by Ian Parberry and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-06-29 with Computer animation categories.
Cover -- Half Title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Read Me First -- 1.1 Why Does This Book Exist? -- 1.2 Preconditions -- 1.3 Postconditions -- 1.4 Programming Style -- 1.5 Supplementary Material -- I Introduction to Game Physics -- 2 Mathematics for Game Physics -- 2.1 Geometry and Linear Algebra -- 2.2 Reflections on Reflection -- 2.3 Digital Calculus -- 2.4 Relaxation -- 2.5 Exercises -- 3 A Rigid Body Physics Game -- 3.1 The Eight-Ball Pool End Game -- 3.2 Code Run-Through -- 3.3 Render World -- 3.4 Object World -- 3.5 Objects -- 3.6 Exercises -- 4 A Soft Body Physics Toy -- 4.1 Particles -- 4.2 Springs -- 4.3 Soft Bodies -- 4.4 Ragdoll Physics -- 4.5 Exercises -- II Game Physics with Box2D -- 5 Getting Started -- 5.1 Download and Set Up Box2D -- 5.2 Overview of Box2D -- 5.3 Units -- 5.4 Our First Box2D App -- 5.5 Exercises -- 6 A Tale of Three Modules -- 6.1 The Common Module -- 6.2 The Math Library -- 6.3 The Collision Module -- 6.4 Shapes -- 6.5 The Dynamics Module -- 6.6 Joints -- 6.7 Exercises -- 7 The Cannon Game -- 7.1 The Platformand the Tower -- 7.2 The Heads-Up Display -- 7.3 The Object World -- 7.4 The Cannon Object -- 7.5 The Frame Loop and the Keyboard Handler -- 7.6 Son et Lumière -- 7.7 Exercises -- 8 The Collision Module -- 8.1 Contacts and Manifolds -- 8.2 Contact Listeners -- 8.3 AABBs -- 8.4 Dynamic Trees -- 8.5 Exercises -- III Appendices -- A For Math Geeks Only -- B The Blacke Arte of Program Debugging -- B.1 The Debug printf -- B.2 Zen and the Art of Debugging -- C There Are, in Fact, Dumb Questions -- C.1 Lies of [pi] -- C.2 Quis Custodiet Ipsos Auditores? -- D Bullet Physics -- D.1 Getting Started -- D.2 The Dynamics World -- D.3 Adding Objects -- D.4 Rigid Body Dynamics -- D.5 Motion States -- D.6 Render Frames and Physics Frames -- Bibliography -- Index
Gpu Computing Gems Jade Edition
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Author :
language : en
Publisher: Elsevier
Release Date : 2011-11-02
Gpu Computing Gems Jade Edition written by and has been published by Elsevier this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-02 with Computers categories.
GPU Computing Gems, Jade Edition, offers hands-on, proven techniques for general purpose GPU programming based on the successful application experiences of leading researchers and developers. One of few resources available that distills the best practices of the community of CUDA programmers, this second edition contains 100% new material of interest across industry, including finance, medicine, imaging, engineering, gaming, environmental science, and green computing. It covers new tools and frameworks for productive GPU computing application development and provides immediate benefit to researchers developing improved programming environments for GPUs. Divided into five sections, this book explains how GPU execution is achieved with algorithm implementation techniques and approaches to data structure layout. More specifically, it considers three general requirements: high level of parallelism, coherent memory access by threads within warps, and coherent control flow within warps. Chapters explore topics such as accelerating database searches; how to leverage the Fermi GPU architecture to further accelerate prefix operations; and GPU implementation of hash tables. There are also discussions on the state of GPU computing in interactive physics and artificial intelligence; programming tools and techniques for GPU computing; and the edge and node parallelism approach for computing graph centrality metrics. In addition, the book proposes an alternative approach that balances computation regardless of node degree variance. Software engineers, programmers, hardware engineers, and advanced students will find this book extremely usefull. For useful source codes discussed throughout the book, the editors invite readers to the following website: ..." This second volume of GPU Computing Gems offers 100% new material of interest across industry, including finance, medicine, imaging, engineering, gaming, environmental science, green computing, and more Covers new tools and frameworks for productive GPU computing application development and offers immediate benefit to researchers developing improved programming environments for GPUs Even more hands-on, proven techniques demonstrating how general purpose GPU computing is changing scientific research Distills the best practices of the community of CUDA programmers; each chapter provides insights and ideas as well as 'hands on' skills applicable to a variety of fields
Design Recommendations For Intelligent Tutoring Systems
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Author : Dr. Robert A. Sottilare, US Army Research Laboratory
language : en
Publisher: U.S. Army Research Laboratory
Release Date : 2014-07-01
Design Recommendations For Intelligent Tutoring Systems written by Dr. Robert A. Sottilare, US Army Research Laboratory and has been published by U.S. Army Research Laboratory this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-01 with categories.
Design Recommendations for Intelligent Tutoring Systems explores the impact of intelligent tutoring system design on education and training. Specifically, this volume examines “Instructional Management” techniques, strategies and tactics, and identifies best practices, emerging concepts and future needs to promote efficient and effective adaptive tutoring solutions. Design recommendations include current, projected, and emerging capabilities within the Generalized Intelligent Framework for Tutoring (GIFT), an open source, modular, service-oriented architecture developed to promote simplified authoring, reuse, standardization, automated instructional management and analysis of tutoring technologies.
Multithreading For Visual Effects
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Author : Martin Watt
language : en
Publisher: CRC Press
Release Date : 2014-07-29
Multithreading For Visual Effects written by Martin Watt and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-29 with Computers categories.
Tackle the Challenges of Parallel Programming in the Visual Effects Industry In Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries (such as Bullet, OpenVDB, and OpenSubdiv), one of the industry’s leading visual effects packages (Houdini), and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code. Diverse Solutions to Solve Performance Problems After an introductory chapter, each subsequent chapter presents a case study that illustrates how the authors used multithreading techniques to achieve better performance. The authors discuss the problems that occurred and explain how they solved them. The case studies encompass solutions for shaving milliseconds, solutions for optimizing longer running tasks, multithreading techniques for modern CPU architectures, and massive parallelism using GPUs. Some of the case studies include open source projects so you can try out these techniques for yourself and see how well they work.
Game Physics Engine Development
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Author : Ian Millington
language : en
Publisher: CRC Press
Release Date : 2010-07-23
Game Physics Engine Development written by Ian Millington and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-07-23 with Art categories.
Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne
Game Physics
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Author : David H. Eberly
language : en
Publisher: CRC Press
Release Date : 2004
Game Physics written by David H. Eberly and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Art categories.
CD ROM contains a snapshot of the full distribution of source code, documentation and supporting materials located at the Magic Software Inc. website. --Inside cover.
Game Physics Engine Development
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Author :
language : en
Publisher:
Release Date : 2010
Game Physics Engine Development written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with categories.
Game Physics Cookbook
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Author : Gabor Szauer
language : en
Publisher: Packt Publishing Ltd
Release Date : 2017-03-24
Game Physics Cookbook written by Gabor Szauer and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-24 with Computers categories.
Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.