Post new topic Reply to topic  [ 2 posts ] 
Author Message
 Post subject: [PDF] Game physics engine development
PostPosted: 22 Nov 2009, 00:04 
Membre

Joined: 21 Nov 2009, 23:28
Posts: 1
Salut à tous,

J'ai cru comprendre que vous aimez bien programmer des petits jeux.
Ça tombe bien ! Moi aussi :lol:

Bon déjà si vous ne parlez pas un mot d'anglais ça va vous décourager.
Quoi qu'il en soit ce document contient des lignes de codes très intéressante. :idea:
Sinon les explications scientifiques sont en anglais :!:

c'est tout.

[http://www.megaupload.com/?d=A07R3B4B]

Si vous préférez un torrent je peux me débrouiller.

Au sommaire:

(il est plus simple de faire un ctrl+f pour voir si le livre contient ce que vous cherchez...)

Code:
CONTENTS
LIST OF FIGURES xvi
PREFACE xix
CHAPTER
1 INTRODUCTION 1
1.1 WHAT IS GAME PHYSICS? 2
1.2 WHAT IS A PHYSICS ENGINE? 2
1.2.1 Advantages of a Physics Engine 3
1.2.2 Weaknesses of a Physics Engine 4
1.3 APPROACHES TO PHYSICS ENGINES 5
1.3.1 Types of Object 5
1.3.2 Contact Resolution 5
1.3.3 Impulses and Forces 6
1.3.4 WhatWe’re Building 7
1.4 THE MATHEMATICS OF PHYSICS ENGINES 7
1.4.1 The Math You Need to Know 8
1.4.2 The MathWe’ll Review 9
1.4.3 The MathWe’ll Introduce 10
1.5 THE SOURCE CODE IN THIS BOOK 10
1.6 HOW THIS BOOK IS STRUCTURED 11
PART I PARTICLE PHYSICS 13
CHAPTER
2 THE MATHEMATICS OF PARTICLES 15
2.1 VECTORS 15
2.1.1 The Handedness of Space 19
vii
viii Contents
2.1.2 Vectors and Directions 20
2.1.3 Scalar and Vector Multiplication 23
2.1.4 Vector Addition and Subtraction 24
2.1.5 Multiplying Vectors 27
2.1.6 The Component Product 28
2.1.7 The Scalar Product 29
2.1.8 The Vector Product 31
2.1.9 The Orthonormal Basis 35
2.2 CALCULUS 35
2.2.1 Differential Calculus 36
2.2.2 Integral Calculus 40
2.3 SUMMARY 42
CHAPTER
3 THE LAWS OF MOTION 43
3.1 A PARTICLE 43
3.2 THE FIRST TWO LAWS 44
3.2.1 The First Law 45
3.2.2 The Second Law 46
3.2.3 The Force Equations 46
3.2.4 Adding Mass to Particles 47
3.2.5 Momentum and Velocity 48
3.2.6 The Force of Gravity 48
3.3 THE INTEGRATOR 50
3.3.1 The Update Equations 51
3.3.2 The Complete Integrator 52
3.4 SUMMARY 54
CHAPTER
4 THE PARTICLE PHYSICS ENGINE 55
4.1 BALLISTICS 55
4.1.1 Setting Projectile Properties 56
4.1.2 Implementation 57
4.2 FIREWORKS 60
4.2.1 The Fireworks Data 60
4.2.2 The Fireworks Rules 61
4.2.3 The Implementation 63
4.3 SUMMARY 66
Physics Engine Design ix
PART II MASS-AGGREGATE PHYSICS 67
CHAPTER
5 ADDING GENERAL FORCES 69
5.1 D’ALEMBERT’S PRINCIPLE 69
5.2 FORCE GENERATORS 72
5.2.1 Interfaces and Polymorphism 73
5.2.2 Implementation 73
5.2.3 A Gravity Force Generator 76
5.2.4 A Drag Force Generator 77
5.3 BUILT-IN GRAVITY AND DAMPING 79
5.4 SUMMARY 79
CHAPTER
6 SPRINGS AND SPRINGLIKE THINGS 81
6.1 HOOK’S LAW 81
6.1.1 The Limit of Elasticity 83
6.1.2 Springlike Things 83
6.2 SPRINGLIKE FORCE GENERATORS 83
6.2.1 A Basic Spring Generator 84
6.2.2 An Anchored Spring Generator 86
6.2.3 An Elastic Bungee Generator 87
6.2.4 A Buoyancy Force Generator 89
6.3 STIFF SPRINGS 93
6.3.1 The Problem of Stiff Springs 93
6.3.2 Faking Stiff Springs 95
6.4 SUMMARY 101
CHAPTER
7 HARD CONSTRAINTS 103
7.1 SIMPLE COLLISION RESOLUTION 103
7.1.1 The Closing Velocity 104
7.1.2 The Coefficient of Restitution 105
7.1.3 The Collision Direction and the Contact Normal 105
7.1.4 Impulses 107
x Contents
7.2 COLLISION PROCESSING 108
7.2.1 Collision Detection 111
7.2.2 Resolving Interpenetration 112
7.2.3 Resting Contacts 116
7.3 THE CONTACT RESOLVER ALGORITHM 119
7.3.1 Resolution Order 120
7.3.2 Time-Division Engines 124
7.4 COLLISIONLIKE THINGS 125
7.4.1 Cables 126
7.4.2 Rods 128
7.5 SUMMARY 131
CHAPTER
8 THE MASS-AGGREGATE PHYSICS ENGINE 133
8.1 OVERVIEW OF THE ENGINE 133
8.2 USING THE PHYSICS ENGINE 139
8.2.1 Rope-Bridges and Cables 139
8.2.2 Friction 140
8.2.3 Blob Games 141
8.3 SUMMARY 142
PART III RIGID-BODY PHYSICS 143
CHAPTER
9 THE MATHEMATICS OF ROTATIONS 145
9.1 ROTATING OBJECTS IN TWO DIMENSIONS 145
9.1.1 The Mathematics of Angles 146
9.1.2 Angular Speed 148
9.1.3 The Origin and the Center of Mass 148
9.2 ORIENTATION IN THREE DIMENSIONS 152
9.2.1 Euler Angles 153
9.2.2 Axis–Angle 155
9.2.3 Rotation Matrices 156
9.2.4 Quaternions 157
9.3 ANGULAR VELOCITY AND ACCELERATION 159
9.3.1 The Velocity of a Point 160
9.3.2 Angular Acceleration 160
Physics Engine Design xi
9.4 IMPLEMENTING THE MATHEMATICS 161
9.4.1 The Matrix Classes 161
9.4.2 Matrix Multiplication 162
9.4.3 The Matrix Inverse and Transpose 171
9.4.4 Converting a Quaternion to a Matrix 178
9.4.5 Transforming Vectors 180
9.4.6 Changing the Basis of a Matrix 184
9.4.7 The Quaternion Class 186
9.4.8 Normalizing Quaternions 187
9.4.9 Combining Quaternions 188
9.4.10 Rotating 189
9.4.11 Updating by the Angular Velocity 190
9.5 SUMMARY 191
CHAPTER
10 LAWS OF MOTION FOR RIGID BODIES 193
10.1 THE RIGID BODY 193
10.2 NEWTON 2 FOR ROTATION 196
10.2.1 Torque 197
10.2.2 The Moment of Inertia 198
10.2.3 The Inertia Tensor inWorld Coordinates 202
10.3 D’ALEMBERT FOR ROTATION 205
10.3.1 Force Generators 208
10.4 THE RIGID-BODY INTEGRATION 210
10.5 SUMMARY 212
CHAPTER
11 THE RIGID-BODY PHYSICS ENGINE 213
11.1 OVERVIEW OF THE ENGINE 213
11.2 USING THE PHYSICS ENGINE 216
11.2.1 A Flight Simulator 216
11.2.2 A Sailing Simulator 222
11.3 SUMMARY 227
xii Contents
PART IV COLLISION DETECTION 229
CHAPTER
12 COLLISION DETECTION 231
12.1 COLLISION DETECTION PIPELINE 232
12.2 COARSE COLLISION DETECTION 232
12.3 BOUNDING VOLUMES 233
12.3.1 Hierarchies 235
12.3.2 Building the Hierarchy 241
12.3.3 Sub-Object Hierarchies 250
12.4 SPATIAL DATA STRUCTURES 251
12.4.1 Binary Space Partitioning 251
12.4.2 Oct-Trees and Quad-Trees 255
12.4.3 Grids 258
12.4.4 Multi-Resolution Maps 260
12.5 SUMMARY 261
CHAPTER
13 GENERATING CONTACTS 263
13.1 COLLISION GEOMETRY 264
13.1.1 Primitive Assemblies 264
13.1.2 Generating Collision Geometry 265
13.2 CONTACT GENERATION 265
13.2.1 Contact Data 267
13.2.2 Point–Face Contacts 269
13.2.3 Edge–Edge Contacts 269
13.2.4 Edge–Face Contacts 271
13.2.5 Face–Face Contacts 271
13.2.6 Early-Outs 272
13.3 PRIMITIVE COLLISION ALGORITHMS 273
13.3.1 Colliding Two Spheres 274
13.3.2 Colliding a Sphere and a Plane 276
13.3.3 Colliding a Box and a Plane 279
13.3.4 Colliding a Sphere and a Box 282
13.3.5 Colliding Two Boxes 287
13.3.6 Efficiency and General Polyhedra 297
13.4 SUMMARY 297
Physics Engine Design xiii
PART V CONTACT PHYSICS 299
CHAPTER
14 COLLISION RESOLUTION 301
14.1 IMPULSES AND IMPULSIVE TORQUES 301
14.1.1 Impulsive Torque 302
14.1.2 Rotating Collisions 304
14.1.3 Handling Rotating Collisions 305
14.2 COLLISION IMPULSES 306
14.2.1 Change to Contact Coordinates 306
14.2.2 Velocity Change by Impulse 313
14.2.3 Impulse Change by Velocity 317
14.2.4 Calculating the Desired Velocity Change 318
14.2.5 Calculating the Impulse 319
14.2.6 Applying the Impulse 320
14.3 RESOLVING INTERPENETRATION 321
14.3.1 Choosing a Resolution Method 321
14.3.2 Implementing Nonlinear Projection 325
14.3.3 Avoiding Excessive Rotation 328
14.4 THE COLLISION RESOLUTION PROCESS 330
14.4.1 The Collision Resolution Pipeline 331
14.4.2 Preparing Contact Data 333
14.4.3 Resolving Penetration 337
14.4.4 Resolving Velocity 344
14.4.5 Alternative Update Algorithms 346
14.5 SUMMARY 349
CHAPTER
15 RESTING CONTACTS AND FRICTION 351
15.1 RESTING FORCES 352
15.1.1 Force Calculations 353
15.2 MICRO-COLLISIONS 354
15.2.1 Removing Accelerated Velocity 356
15.2.2 Lowering the Restitution 357
15.2.3 The New Velocity Calculation 357
15.3 TYPES OF FRICTION 358
15.3.1 Static and Dynamic Friction 359
15.3.2 Isotropic and Anisotropic Friction 361
15.4 IMPLEMENTING FRICTION 362
15.4.1 Friction as Impulses 363
xiv Contents
15.4.2 Modifying the Velocity Resolution Algorithm 365
15.4.3 Putting It All Together 371
15.5 FRICTION AND SEQUENTIAL CONTACT RESOLUTION 373
15.6 SUMMARY 374
CHAPTER
16 STABILITY AND OPTIMIZATION 375
16.1 STABILITY 375
16.1.1 Quaternion Drift 376
16.1.2 Interpenetration on Slopes 377
16.1.3 Integration Stability 379
16.1.4 The Benefit of Pessimistic Collision Detection 380
16.1.5 Changing Mathematical Accuracy 381
16.2 OPTIMIZATIONS 383
16.2.1 Sleep 383
16.2.2 Margins of Error for Penetration and Velocity 390
16.2.3 Contact Grouping 393
16.2.4 Code Optimizations 394
16.3 SUMMARY 397
CHAPTER
17 PUTTING IT ALL TOGETHER 399
17.1 OVERVIEW OF THE ENGINE 399
17.2 USING THE PHYSICS ENGINE 401
17.2.1 Ragdolls 402
17.2.2 Fracture Physics 405
17.2.3 Explosive Physics 411
17.3 LIMITATIONS OF THE ENGINE 418
17.3.1 Stacks 418
17.3.2 Reaction Force Friction 419
17.3.3 Joint Assemblies 419
17.3.4 Stiff Springs 419
17.4 SUMMARY 419
PART VI WHAT COMES NEXT? 421
CHAPTER
18 OTHER TYPES OF PHYSICS 423
18.1 SIMULTANEOUS CONTACT RESOLUTION 423
Physics Engine Design xv
18.1.1 The Jacobian 424
18.1.2 The Linear Complementary Problem 425
18.2 REDUCED COORDINATE APPROACHES 428
18.3 SUMMARY 429
APPENDICES
A COMMON INERTIA TENSORS 431
A.1 DISCRETE MASSES 431
A.2 CONTINUOUS MASSES 432
A.3 COMMON SHAPES 432
A.3.1 Cuboid 432
A.3.2 Sphere 432
A.3.3 Cylinder 433
A.3.4 Cone 433
B USEFUL FRICTION COEFFICIENTS FOR GAMES 434
C OTHER PROGRAMMING LANGUAGES 435
C.1 C 435
C.2 JAVA 436
C.3 COMMON LANGUAGE RUNTIME (.NET) 436
C.4 LUA 436
D MATHEMATICS SUMMARY 438
D.1 VECTORS 438
D.2 QUATERNIONS 439
D.3 MATRICES 440
D.4 INTEGRATION 441
D.5 PHYSICS 442
D.6 OTHER FORMULAE 443
BIBLIOGRAPHY 445
INDEX


Et bonne lecture ! :marteau:


Top
 Profile  
 
 Post subject: Re: [PDF] Game physics engine development
PostPosted: 13 Jun 2011, 16:58 
Membre

Joined: 28 Dec 2009, 23:49
Posts: 3
Heu, tu essaies de nous apprendre à bruteforcer les protections de fichiers rar ?
Aurais-tu le mot de passe s'il-te-plaît ? Pourrais-tu le fournir avec le RAR ?


Top
 Profile  
 
Post new topic Reply to topic  [ 2 posts ] 


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group