Description: < Physics for game developers>> PHYSICS FOR GAME DEVELOPERS
CHAPTER 17 EXAMPLE PROGRAM
NAME: Hover
PURPOSE: To demonstrate 2D rigid body simulation
BY: David Bourg
DATE: 09/01/00
COPYRIGHT: Copyright 2000 by David Bourg
Focus on collision detection and responce. Platform: |
Size: 485635 |
Author:毛毛 |
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Description: Beginning Math and Physics for Game Programmers,游戏编码的数学,物理基础-Beginning Math and Physics for Game Progra mmers, games coded mathematics, physics foundation Platform: |
Size: 2779372 |
Author:stdq |
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Description: 这是一个用VB编写的快要完成的竞赛游戏,使用计算机控件的赛车(最多可达20辆!),包括一个跑道编辑器,很多不同风格的跑道,对于任何一个想要创建一个竞赛游戏的人来说这是一个非常好的开端。对于以下方面它也是一个非常好的示例:游戏物理学,例如碰撞检测和磨擦,快速图形,旋转角度涉及到的数学,计算机人工智能(这些赛车能按任何一个用户制造的跑道进行竞赛!),制造级别编辑器,以及如何用相当少的代码来制造一个酷的游戏。- This is the competition game which compiles with VB soon
completes, uses the computer to control a vehicle race (to be most
may reach 20!) 鈻?including a runway editor, the very many different
styles runway, regarding any the person which wants to found a
competition game said this is extremely 鈻?A Gui item 鈻?end.
regarding the below aspect it also is extremely 鈻?The Gui neon
investigates 鈻? the game physics, for example the collision examine
and rub, the fast graph, the degrees rotation involves mathematics,
the computer artificial intelligence (these vehicle races can carry on
competition according to any user manufacture runway!) 鈻?does the
manufacture rank editor, how as well as use the quite few codes to
make a cruel game. Platform: |
Size: 492544 |
Author:杨胜聪 |
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Description: < Physics for game developers>> PHYSICS FOR GAME DEVELOPERS
CHAPTER 17 EXAMPLE PROGRAM
NAME: Hover
PURPOSE: To demonstrate 2D rigid body simulation
BY: David Bourg
DATE: 09/01/00
COPYRIGHT: Copyright 2000 by David Bourg
Focus on collision detection and responce.-<Physics for game developers>> PHYSICS FOR GAME DEVELOPERS CHAPTER 17 EXAMPLE PROGRAMNAME: Hover PURPOSE: To demonstrate 2D rigid body simulation BY: David Bourg DATE: 09/01/00 COPYRIGHT: Copyright 2000 by David BourgFocus on collision detection and responce. Platform: |
Size: 485376 |
Author:毛毛 |
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Description: Beginning Math and Physics for Game Programmers,游戏编码的数学,物理基础-Beginning Math and Physics for Game Progra mmers, games coded mathematics, physics foundation Platform: |
Size: 2779136 |
Author:stdq |
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Description: Ageia s PhysX(著名的游戏物理库) D3D 9使用演示代码。由于PhysX物理库使用OpenGL代码实现图形着色,从而使许多用DirectX 3D的程序员不能使用/读懂demo代码,这是使用D3D着色引擎重新写的一些demo代码。-Ageia s PhysX (well-known game physics library) D3D 9 using the demo code. PhysX physics library as a result of the use of OpenGL graphics rendering code so that many use the DirectX 3D programmer can not use/read demo code, which is the use of D3D shaders to re-write some demo code. Platform: |
Size: 59392 |
Author:GoldenCloud |
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Description: The source code accompanying the book "Physics for Game Programmers" by Grant Palmer (2005)
Source code in Java,C# and C++ (C++ version has no GUI) Platform: |
Size: 1400832 |
Author:nick |
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Description: The source code accompanying the book "Physics for Game Developers" by David Bourg (2001)
Source code in C++ (WinAPI / DirectX)-The source code accompanying the book "Physics for Game Developers" by David Bourg (2001)
Source code in C++ (WinAPI/DirectX) Platform: |
Size: 3016704 |
Author:nick |
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Description: A E-Book For Game Development.
Name : Game.Physics.Part.I.Unconstrained.Rigid.Body.Motion Platform: |
Size: 1681408 |
Author:redchew |
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Description: 在游戏开发中,应用正确的物理定律可以逼真地模拟游戏中任何弹跳、飞行、翻滚、滑行或非静止的物体,以建立令人注目且真实的游戏、动画内容。
本书从基础讲起,借助形象的范例程序,介绍了如何在游戏开发中加入物理真实性并丰富游戏内容,使游戏更加灵活生动。全书共分三部分。第一部分是复习基本概念及讨论刚体动力学的机械力学初级课程;第二部分将这些问题应用到现实生活的问题上,例如抛射体、船舰、飞机和汽车;第三部分介绍即时模拟器并示范了如何将其应用到游戏开发中。
对于希望增加物理真实性的游戏开发人员,本书乃绝佳的参考书。-Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn t sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism.
Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physic Platform: |
Size: 21317632 |
Author:leo.cui |
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Description: 游戏开发物理学中文版,.pdf格式,为没有扎实力学基础,却要在游戏中加入物理模拟的电脑游戏设计师而设计的-Game Developers Physics Chinese version,. Pdf format, as there is no basis for solid mechanics, have joined in the game physics simulation computer game designer and design Platform: |
Size: 19356672 |
Author:陈露莎 |
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