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Learning Physics Modeling with PhysX.

Author: Krishna Kumar
Publisher: Birmingham : Packt Publishing, 2013.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
Written as a practical, step-by-step tutorial, this book is full of engaging examples to help you learn in a practical context. This book is for game developers or anyone who wants to learn how to fully utilize the PhysX Physics Engine quickly and efficiently. You don't have to be a die-hard programmer to get started with this book. Basic knowledge of C++, 3D mathematics, and OpenGL is all you need.
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Kumar, Krishna.
Learning Physics Modeling with PhysX.
Birmingham : Packt Publishing, ©2013
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Krishna Kumar
ISBN: 9781849698153 1849698155 1849698147 9781849698146
OCLC Number: 862049195
Description: 1 online resource (104 pages)
Contents: Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting with PhysX 3 SDK; Brief history; PhysX features; New in PhysX 3; Downloading PhysX SDK and tools; The PhysX SDK license; System requirements for PhysX; Configuring with VC++ Express 2010; Summary; Chapter 2: Basic Concepts; Scene and Actors; Materials; Shapes; Creating the first PhysX 3 program; Initializing PhysX; Creating scene; Creating actors; Simulating PhysX; Shutting down PhysX; Summary; Chapter 3: Rigid Body Dynamics; Exploring a rigid body; Mass; Density. GravityVelocity; Force and Torque; Damping; Kinematic actors; Sleeping state; Solver accuracy; Summary; Chapter 4: Collision Detection; Collision shapes; Geometry; Sphere; Box; Capsule; Plane; Trigger shapes; Simulation event; Trigger event; Contact event; Filter shader; Broad-Phase collision detection; Sweep-and-prune (SAP); Multi box pruning (MBP); Narrow-Phase collision detection; Continuous collision detection; Summary; Chapter 5: Joints; Joints in PhysX; Fixed joints; Revolute joints; Spherical joints; Distance joints; Prismatic joints; D6 joints; Summary; Chapter 6: Scene Queries. Raycast queriesSweep queries; Overlap queries; Summary; Chapter 7: Character Controller; Character controller basics; The need of a character controller; Creating a character controller; Moving a character controller; Useful methods and properties; Position update; Shapes of a character controller; Size update; Auto-stepping; Slope limit; Summary; Chapter 8: Particles; Exploring particles; Creating a particle system; Particles without intercollision; Particles with intercollision; Particle system properties; Creating particles; Updating particles; Releasing particles; Particle drains. Collision filteringSummary; Chapter 9: Cloth; Exploring a cloth; Creating a cloth fabric; Creating a cloth; Tweaking the cloth properties; Cloth collision; Cloth particle motion constraint; Cloth particle separation constraint; Cloth self-collision; Cloth intercollision; Cloth GPU acceleration; Summary; Chapter 10: PhysX Visual Debugger (PVD); PhysX Visual Debugger (PVD) basics; Connecting PVD using a network; Saving PVD data as a file; Connection flags; Summary; Index.

Abstract:

Written as a practical, step-by-step tutorial, this book is full of engaging examples to help you learn in a practical context. This book is for game developers or anyone who wants to learn how to fully utilize the PhysX Physics Engine quickly and efficiently. You don't have to be a die-hard programmer to get started with this book. Basic knowledge of C++, 3D mathematics, and OpenGL is all you need.

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