Beginning Math and Physics for Game Programmers

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vector product   [See cross product]

vector reflection   2nd   3rd   4th  

       axis-aligned vector reflection   2nd  

               example 13.1   2nd  

       non-axis-aligned vector reflection   2nd   3rd   4th   5th   6th   7th   8th   9th  

               example 13.2   2nd   3rd  

               example 13.3   2nd  

vectors   [See also direction]2nd  

       3D vector class   2nd  

       addition

               3D numerical addition   2nd  

               commutative law of vector addition  

               graphical addition   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

               numerical addition   2nd   3rd   4th   5th   6th  

               self-assessment   2nd   3rd   4th  

       Cartesian coordinates   2nd   3rd   4th  

               converting to polar coordinates   2nd   3rd   4th  

               in 3D   2nd  

               self-assessment   2nd  

       cross product   2nd  

               angle between vectors   2nd   3rd   4th  

               example 4.15  

                perpendicular vectors   2nd   3rd   4th   5th  

               self-assessment   2nd  

               surface normal   2nd   3rd  

       defining   2nd  

       displacement   2nd  

               ***copy first level here***  

               versus distance   2nd   3rd   4th   5th  

       displacement with   2nd   3rd   4th   5th   6th  

               2D displacement (example 10.1)   2nd  

               3D displacement (example 10.2)   2nd  

       dot product   2nd   3rd   4th   5th  

               angle between vectors  

               angle between vectors (example 4.14)   2nd  

               checking object in view (example 4.13)   2nd   3rd  

               perpendicular check   2nd   3rd  

               positive and negative dot product   2nd  

               projection   2nd  

               self-assessment   2nd  

       Matrix Vortex CD-ROM demo   2nd  

       motion with

               self-assessment   2nd   3rd  

       negative displacement (example 4.2)   2nd  

       normalization  

       notation   2nd  

       polar coordinates   2nd   3rd   4th   5th  

               converting to Cartesian coordinates   2nd   3rd   4th  

               self-assessment   2nd  

       positive displacement (example 4.1)   2nd  

       scalar multiplication   2nd  

               in Cartesian coordinates (example 4.11)  

               in polar coordinates  

               in polar coordinates (example 4.10)   2nd  

               normalizing vectors   2nd   3rd   4th   5th  

               self-assessment   2nd  

       storing in code   2nd  

       subtraction

               3D numerical subtraction   2nd   3rd  

               numerical subtraction  

               self-assessment   2nd   3rd   4th  

       transpose (example 5.11)  

       velocity  

               ***copy first level here***  

       versus scalar values   2nd   3rd   4th   5th  

               self-assessment   2nd  

velocity   2nd   [See also speed]3rd   4th  

       acceleration   2nd   3rd  

               angular acceleration   2nd  

               average acceleration   2nd   3rd   4th  

               average acceleration (example 9.4)   2nd  

               average angular acceleration   2nd   3rd   4th   5th  

               calculating (example 8.5)   2nd  

               deceleration (example 8.6)   2nd  

               graphing average acceleration   2nd   3rd   4th  

               instantaneous acceleration   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th  

               instantaneous angular acceleration  

               self-assessment   2nd   3rd   4th   5th  

                tangential acceleration   2nd   3rd   4th  

               units of measurement  

               vertical motion (example 8.10)   2nd  

       average angular velocity   2nd   3rd  

               example 14.1   2nd  

       average velocity   2nd   3rd   4th   5th   6th   7th   8th   9th  

               between frames (example 8.4)   2nd  

               calculating (example 8.3)   2nd  

               example 9.1   2nd  

               graphing   2nd   3rd   4th  

               in 3D (example 10.3)   2nd  

       constant velocity  

               displacement between frames  

               displacement between frames (example 8.2)   2nd  

               displacement with constant velocity  

               displacement with constant velocity (example 8.1)   2nd  

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

               CD-ROM demos   2nd  

               in 2D (example 10.4)   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  

       instantaneous angular velocity  

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

               derivatives   2nd   3rd   4th  

               example 9.2   2nd  

               in frames (example 8.4)   2nd  

       linear velocity

               versus angular velocity  

       momentum   2nd   3rd  

               1D calculations (example 13.4)   2nd  

               3D calculations (example 13.5)   2nd  

       self-assessment   2nd   3rd   4th  

               solutions   2nd  

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

               example 14.4   2nd  

       versus speed  

       versus spped  

vertex  

vertex ( parabolas )   2nd  

vertical axis of symmetry (parabolas)   2nd  

vertical components of projectiles   2nd   3rd  

       example 10.6   2nd  

vertical motion

       example 8.10   2nd  

       gravity  

vertically compacting sine wave (example 3.11)   2nd  

vertically stretching sine wave (example 3.10)   2nd  

visualization   [See CD-ROM demos, graphing]

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