Mathematics & Physics for Programmers / Edition 1

Mathematics & Physics for Programmers / Edition 1

by Danny Kodicek
     
 

After reviewing the basic concepts of numbers, algebra, and geometry, this book explains the physics of motion, how to simulate ballistics and collisions on a computer for game play, and the representation of 3D space on a 2D screen. The final section looks at some techniques for optimization and simplification of physics calculations. The CD- ROM provides code… See more details below

Overview

After reviewing the basic concepts of numbers, algebra, and geometry, this book explains the physics of motion, how to simulate ballistics and collisions on a computer for game play, and the representation of 3D space on a 2D screen. The final section looks at some techniques for optimization and simplification of physics calculations. The CD- ROM provides code samples and simulations of the mathematical and physical principles discussed. Annotation ©2005 Book News, Inc., Portland, OR

Product Details

ISBN-13:
9781584503309
Publisher:
Cengage Learning
Publication date:
01/02/2005
Series:
Charles River Media Game Development Series
Edition description:
BK&CD-ROM
Pages:
640
Product dimensions:
9.26(w) x 7.44(h) x 1.38(d)

Table of Contents

Acknowledgments
Introduction
Part I  General Techniques
Chapter 1: Numbers
Chapter 2: Arithmetic
Chapter 3: Algebra
Chapter 4: Trigonometry and Pythagoras
Chapter 5: Vectors
Chapter 6:Calculus

Part II  Ballistics and Collisions
Chapter 7:Acceleration, Mass, and Energy
Chapter 8: Detecting Collisions Between Simple Shapes
Chapter 9:Resolving Collisions
Chapter 10: Detecting Collisions Between Complex Shapes
Chapter 11:A Simple Pool Game

Part III  More Complex Motion
Chapter 12: Force and Newton's Laws
Chapter 13: Angular Motion
Chapter 14: Friction
Chapter 15: Strings, Pulleys, and Conveyor Belts
Chapter 16: Oscillations

Part IV  3D Mathematics
Chapter 17: 3D Geometry
Chapter 18: Transforms
Chapter 19: Collision Detection in Three Dimensions
Chapter 20: Lighting and Textures
Chapter 21: Modeling Techniques

Part V  Game Algorithms
Chapter 22: Speeding Things Up
Chapter 23: Tile-Based Games
Chapter 24: Mazes
Chapter 25: Game Theory and AI
Chapter 26: Search Techniques

Appendix A: Glossary of Mathematical Terms
Appendix B: Language References and Pseudocode
Appendix C: About the CD-ROM
Appendix D: Further Reading and Resources
Appendix E:Answers to Exercises

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