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文件名称: Learning Physics Modeling with - Learning Physics Modeling.pdf
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  上传时间: 2019-07-07
  提 供 者: patr*****
 详细说明:As a game developer, you'll know the power of PhysX to add simulation-level realism to games, and this book shows you exactly how best to achieve it with a hands-on, examples-led approach. Sophisticated stuff. Overview Learn everything you need to know about PhysX programming from scratch Master the most advanced features of the PhysX Physics Engine Code examples are included in each chapter to help you learn quickly and efficiently In Detail In this day and age, physics engines play a very critical role in the success of a sophisticated game. PhysX is a state-of-the-art cross-platform physics engine widely used by top game studios and developers. It contains all the physics-related components you will need and exploits the parallel-processing capability of modern GPUs as well as multi-core CPUs to make a game as physically-realistic as possible. This book will help you to program and simulate games by using PhysX 3. Learning Physics Modeling with PhysX helps you to master physics simulation using the PhysX Physics Engine from scratch. This is useful not only for game developers, but also for developers making virtual walkthroughs or training and other simulation applications. It will cover all the essential features of PhysX 3 with easy-to-understand code snippets and examples to help you learn quickly and efficiently. This book will start off by introducing you to the basic concepts of physic engines and will give you a glimpse of PhysX implementation. We then gradually cover more sophisticated topics with sample source code so that you can see what you have learned in action. We will cover the history and features of the PhysX SDK as well as how to configure it with the C++ compiler. After touching upon essential topics like rigid body dynamics and collision detection, we will gradually move on to more advanced topics like joints, scene queries, character controllers, particles, and cloth simulation. By the end of this book, you will have learneLearning physics Modeling with physX Copyright o 2013 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews rt has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, cither express or implied. Neither the author nor Pacl Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals However, Packt Publishing cannot guarantee the accuracy of this information First published: October 2013 Production reference: 1211013 Published by Packt Publishing ltd Livery place 35 Livery street Birmingham b3 2PB UK ISBN978-1-84969-814-6 www.packtpub.com Cover Image by aniket Sawant(aniket_sawant_ photographyohotmail com FM-2 Credits Author Project Coordinator Krishna Kumar Sherin Padayatty Reviewers Proofreader Devin Kelly-Collins Dirk mane Rui Wang Acquisition Editor Hemangini bari Kevin Colaco Production coordinator Commissioning Editor Conidon miranda Deepika singh Cover work Technical editors Conidon miranda Rosmy ge Jinesh Kampani Shruti rawool Aman preet singh Copy Editors Radula hegde Kirti Pa Alfida paiva Aditi shetty xmi subram [FM3] About the author Krishna Kumar is a Graphics and Game Programmer. He completed his Bachelor of Engineering in Computer Science in 2010. Since then, he has been working in the field of graphics, game programming, 3D interactive applications and virtual reality I le feeds on the advancement of graphics and game technologies. In his free time he learns new things or plays Fps games such as Crysis, Far Cry, and COD. He alsomaintainsawebsiteatwww.gfxguru.orgwhichisdedicatedtographics and game programming I would like to thank my parents for tolerating me since my birth giving me opportunities, and making me look at the world from a different perspective. I would like to thank my brother, Pawan and my sister, Sangeeta, who have always acted as my backbone they keep on fueling my determination. I would like to thank my brother-in-law Chandrika prasad for his motivation I would also like to thank Sumeet Sawant, Yogesh Dalvi, and Sherin Padavatty without their contributions this book would not have been written FM-4 About the reviewers Devin Kelly-Collins is currently a student at Kansas State University, pursuing his undergraduate degree in Computer Science. He has mostly worked with Java and C#, developing multithreaded desktop applications and Web applications Ile also has experience in developing games using XNA and Unity He is currently working with Surface Systems and Instruments, developing software that is used to process road profiling data in real-time. He has also worked with Kansas State University, developing web-based tools I would like to thank my girlfriend, Kalen Wright, for providing me ith a base of operations Rui wang is the founder and Cto of Beijing i Lyres Technology Co Ltd. He is in charge of new media interactive applications development. He is one of the most Ictive members of the official OpenScene Graph community, and contributes to this open source 3d engine regularly he wrote the books Open scenegraph 3. 0 beginners Guide, OpenSceneGraph 3 Cookbook and Augment Reality woith Kinect, all of which are published by Packt Publishing. He is also a novel writer and a guitar lover in his spare time Many thanks to the writer and the Packt Publishing team for making such a great book about physX the world-famous Physics engine And my deep gratitude to my family, for their love and spiritua support [FM5] Www.Packtpub.com Support files, e Books, discount offers and more Youmightwanttovisitwww.PacktPubcomforsupportfilesanddownloadsrelatedto your boo k Did you know that packt offers e book versions of every book published, with pdF and epub filesavailableYoucanupgradetotheebookversionatwww.Packtpub.comandasaprint book customer you are entitled to a discount on the e book copy get in touch with us at servicepacktpub com for more details Atwww.Packtpub.comyoucanalsoreadacollectionoffreetechnicalarticlessignupfora range of free newsletters and receive exclusive discounts and offers on Packt books and eBooks PACKTLIB° http://packtlib.Packtpub.com Do you need instant solutions to your IT questions? PacktLib is Packt's online digital book library. Here, you can access, read and search across Packt's entire library of books Why subscribe? Fully searchable across every book published by Packt Copy and paste, print and bookmark content On demand and accessible via web browser Free Access for packt account holders fyouhavcanaccountwithPacktatwww.Packtpub.comyoucanuscthistoacccss PacktLib today and view nine entirely free books Simply use your login credentials for immediate access F-6 Table of contents Preface Chapter 1: Starting with PhysX 3 SDK 7 Brief history PhysX features 8 New in physx 3 9 Downloading PhysX sDK and tools 10 The PhysX sDK license System requirements for PhysX Configuring with VC++ Express 2010 11 Summary 15 Chapter 2: Basic Concepts 17 Scene and Actors 17 Materials 18 Shapes 19 Creating the first Physx 3 program 20 Initializing physX 20 Creating scene 21 Creating actors 22 Simulating physx 23 Shutting down PhysX 24 Summary 25 Chapter 3: Rigid body dynamics 27 Exploring a rigid body Mass 27 Density 28 Gravity 28 Velocity 28 Force and Torque 28 Table of contents Damping 30 Kinematic actors 31 Sleeping state 31 Solver accuracy 32 Summary 32 Chapter 4: Collision Detection 33 Collision shapes 33 Geometry 33 Sphere 34 Box Capsule 34 Plane 35 Trigger shapes 35 Simulation event 36 Trigger event 36 Contact event 37 Filter shader 38 Broad-Phase collision detection 39 Sweep-and-prune (SAP 40 Multi box pruning(MBP 40 Narrow-Phase collision detection 40 Continuous collision detection 41 Summary 42 Chapter 5: Joints 43 Joints in PhysX 43 Fixed joints 44 Revolute joints 46 Spherical joints 47 Distance joints 48 Prismatic joints 49 D6 joints 50 Summary 51 Chapter 6: Scene Queries 53 Raycast queries 53 Sweep queries 55 Overlap queries 58 Summary 59 Chapter 7: Character Controller 61 Character controlller basics 61 The need of a character controller 61 Table of Contents Creating a character controller 62 Moving a character controller 63 Useful methods and properties 64 Position update Shapes of a character controller Size update Auto-stepping Slope limit 66 umar 66 Chapter 8: Particles 67 Exploring particles 67 Creating a particle system 67 Particles without intercollision 68 Particles with intercollisior 68 Particle system properties 69 Creating particles Updating particles 72 Releasing particles Particle drains Collision filtering 74 Summary 74 Chapter 9: Cloth 75 Exploring a cloth 75 Creating a cloth fabric 75 Creating a cloth 77 Tweaking the cloth properties Cloth collision Cloth particle motion constraint 78 Cloth particle separation constraint 79 Cloth self-collision 79 Cloth intercollision 80 Cloth GPu acceleration 80 Summary 80 Chapter 10: PhysX Visual Debugger(PVD) 81 PhysX Visual Debugger(PVD)basics 81 Connecting PVD using a network 82 Saving PVD data as a file 83 Connection flags 84 Summary 84 Index 85
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