Physics for Flash Games, Animation, and Simulations
Seiten
2011
|
1st ed.
Apress (Verlag)
978-1-4302-3674-0 (ISBN)
Apress (Verlag)
978-1-4302-3674-0 (ISBN)
Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations.
Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations.
Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right)
Packed full of practical examples of how physics can be applied to your own games and applications
Addresses the diverse needs of game developers, animators, artists, and e-learning developers
The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.
Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations.
Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right)
Packed full of practical examples of how physics can be applied to your own games and applications
Addresses the diverse needs of game developers, animators, artists, and e-learning developers
The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.
Adrian Dobre has more than 15 years of experimental and computational modeling experience in fluid dynamics. Adrian holds a PhD in Engineering Science from the University of Western Ontario, Canada. He currently lives in Bucharest, Romania, with his family.
* Introduction to Physics Programming * Selected ActionScript 3.0 Topics * Some Math Background * Basic Physics Concepts * The Laws Governing Motion * Gravity, Orbits, and Rockets * Contact and Fluid Forces * Restoring Forces: Springs and Oscillations * Centripetal Forces: Rotational Motion * Long-Range Forces * Collisions * Particle Systems * Extended Objects * Numerical Integration Schemes * Other Technical Issues * Simulation Projects
Erscheint lt. Verlag | 18.10.2011 |
---|---|
Zusatzinfo | XXIII, 558 p. |
Verlagsort | Berlin |
Sprache | englisch |
Maße | 178 x 254 mm |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Naturwissenschaften ► Physik / Astronomie ► Angewandte Physik | |
ISBN-10 | 1-4302-3674-4 / 1430236744 |
ISBN-13 | 978-1-4302-3674-0 / 9781430236740 |
Zustand | Neuware |
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