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Game physics pearls

Author: Gino van den Bergen; Dirk Gregorius
Publisher: Natick, Mass. : A.K. Peters, ©2010.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:

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  Read more...

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Additional Physical Format: Online version:
Game physics pearls.
Natick, Mass. : A.K. Peters, ©2010
(OCoLC)754555976
Document Type: Book
All Authors / Contributors: Gino van den Bergen; Dirk Gregorius
ISBN: 9781568814742 1568814747
OCLC Number: 635455653
Description: xv, 344 pages, [8] pages of plates : illustrations (some color) ; 24 cm
Contents: Mathematical background --
Understanding game physics artifacts --
Broad phase and constraint optimization for PlayStation®3 --
SAT in narrow phase and contact-manifold generation --
Smooth mesh contracts with GJK --
Optimized SPH --
Parallelizing particle-based simulation on multiple processors --
Ropes as constraints --
Quaternion-based constraints --
Soft bodies using finite elements --
Particle-based simulation using verlet integration --
Keep yer shirt on --
Layered skin simulation --
Dynamic secondary skin deformations.
Responsibility: edited by Gino van den Bergen and Dirk Gregorius.

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A fine, technical guide for any computer programmer or gamer interested in knowing more about the physics behind sports and games.-The Midwest Book Review, February 2012

 
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