Beginning Math and Physics for Game Programmers

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falling from known height (example 10.8)   2nd   3rd   4th  

false collisions (collision detection)   2nd   3rd   4th   5th  

Fawcett, Michael

       Cannon Physics CD-ROM demo  

final velocity

       formulas   2nd   3rd   4th  

flat surface

       normal force on (example 11.3)  

foot - pounds  

force

       at different angle than displacement

               calculating work (example 12.3)   2nd   3rd  

       in definition of work  

       units of measurement  

forces   2nd   [See also motion]

       friction  

               calculating (example 11.5)   2nd  

               coefficient of friction   2nd   3rd  

               combined with normal force   2nd  

               kinetic friction   2nd   3rd  

               static friction   2nd   3rd  

       gravity  

               changes in  

       net force   2nd   3rd  

               calculating in 2D (example 11.6)   2nd   3rd   4th  

               free-body diagrams   2nd   3rd   4th   5th  

       Newton's First Law   2nd   3rd  

               example 11.7  

       Newton's laws

               self-assessment   2nd   3rd  

       Newton's Second Law   2nd   3rd   4th  

               and equations of motion (example 11.9)   2nd  

               example 11.8  

       Newton's Third Law   2nd  

       Newton's laws

               self-assessment  

       Newton •s First Law  

       Newton •s Second Law  

       Newton •s Third Law  

       normal force   2nd  

               combined with friction   2nd  

               on flat surface (example 11.3)  

               on inclined plane (example 11.4)   2nd   3rd  

       self-assessment   2nd   3rd  

               solutions  

       weight   2nd   3rd   4th   5th  

               calculating (example 11.1)  

               calculating mass (example 11.2)  

               versus mass  

formulas   [See also conversion factors]

       2D combo matrices   2nd  

       2D displacement   2nd  

       2D rotation   2nd  

       2D scaling   2nd  

       2D translation by addition   2nd  

       2D translation by multiplication   2nd  

       2D vector normalization   2nd  

       3D combo matrices   2nd  

       3D numerical vector addition  

       3D numerical vector subtraction  

       3D rotation about the x-axis (pitch)   2nd  

       3D rotation about the y-axis (yaw)   2nd  

       3D rotation about the z-axis (roll)   2nd  

       3D scaling   2nd  

       3D translation by addition  

       3D translation by multiplication   2nd  

       3D vector normalization   2nd  

       acceleration   2nd  

       amplitude of sine wave   2nd   3rd  

       angle between vectors   2nd   3rd   4th  

       angular displacement   2nd  

       angular momentum  

       average acceleration   2nd  

       average angular acceleration   2nd  

       average angular velocity   2nd  

       average velocity   2nd   3rd   4th   5th   6th  

               in 2D and 3D   2nd  

       axis-aligned vector reflection   2nd  

       Cartesian coordinates in 3D  

       circle-circle collision detection   2nd  

               optimized   2nd  

       circles   2nd  

               centered at origin   2nd  

               determining (example 2.10)   2nd   3rd  

       conservation of mechanical energy   2nd  

               modified for friction and air resistance   2nd  

       conversion factors   2nd  

       converting Cartesian coordinates to polar coordinates  

       converting OpenGL to DirectX   2nd  

       converting polar coordinates to Cartesian coordinates  

       cross product   2nd  

       degrees to radians conversion   2nd  

       displacement   2nd   3rd   4th   5th   6th  

       displacement between frames   2nd  

       displacement with constant velocity   2nd  

       distance between points

               in 2D   2nd  

               in 3D   2nd  

       dot product

               in 2D   2nd  

               in 3D   2nd  

       equations of motion   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

               CD-ROM demos   2nd  

               in 2D (example 10.4)   2nd  

               in 2D and 3D   2nd  

               in 3D (example 10.5)   2nd  

               multiple equations example (8.9)   2nd  

               race car examples (8.7 and 8.8)   2nd   3rd  

               self-assessment   2nd  

       final velocity   2nd   3rd   4th  

       GPE ( gravitational potential energy)   2nd  

       horizontal components of projectiles   2nd  

       impulse   2nd  

       instantaneous acceleration   2nd  

               using derivatives   2nd  

               using second derivatives   2nd  

       instantaneous velocity   2nd  

               using derivatives   2nd  

       kinetic energy   2nd  

       kinetic friction   2nd  

       linear collisions   2nd  

       linear equations  

       math.h inverse trigonometric functions  

       math.h trigonometric functions  

       matrix multiplication  

       matrix transpose   2nd   3rd  

        midpoint in 2D   2nd  

       midpoint in 3D   2nd  

       momentum   2nd  

       negative angles trigonometric identities   2nd  

       Newton's Second Law

               rotational motion  

       non-axis-aligned vector reflection   2nd  

       numerical vector subtraction  

        parabolas

               horizontal axis of symmetry   2nd  

               vertical axis of symmetry   2nd  

       parallel lines  

        perpendicular check   2nd   3rd  

       perpendicular lines  

       point-slope linear equation  

       positive and negative dot product   2nd  

       Pythagorean theorem   2nd  

                converse of  

       radians to degrees conversion   2nd  

       rotational kinetic energy  

       scalar multiplication   2nd  

               in Cartesian coordinates  

               in polar coordinates   2nd  

       sine wave period   2nd   3rd  

       slope   2nd  

       slope of lines  

       slope-intercept linear equation  

       sphere-sphere collision detection

               optimized   2nd  

       spheres   2nd  

               centered at origin   2nd  

               determining (example 2.11)   2nd   3rd  

       static friction   2nd  

       sum and difference identities for cosine   2nd  

       sum and difference identities for sine   2nd  

       surface normal  

       symbols in  

       tangent and cotangent trigonometric identities  

        tangential acceleration   2nd  

       tangential velocity   2nd  

       torque  

       trigonometric functions   2nd   3rd   4th  

       unit circle trigonometric identity   2nd  

       vector addition  

       vertical components of projectiles   2nd  

       weight   2nd  

       work   2nd  

framerate

       changes in  

frames

       displacement between   2nd  

               example 8.2   2nd  

       instantaneous velocity in (example 8.4)   2nd  

free-body diagrams   2nd   3rd   4th   5th  

       calculating net force in 2D (example 11.6)   2nd   3rd   4th  

friction  

       calculating (example 11.5)   2nd  

       coefficient of friction   2nd   3rd  

       combined with normal force   2nd  

       kinetic friction   2nd   3rd  

       modifying conservation of mechanical energy law   2nd  

               example 12.8   2nd  

       static friction   2nd   3rd  

functions

       C++ trig functions  

       pow()  

       powf()  

       printMatrix()  

       sqrt()  

       sqrtf()  

fundamental period   2nd   [See also period]

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