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• Table of Contents
• Index
Beginning Math and Physics for Game Programmers
By Wendy Stahler
 
Publisher: New Riders Publishing
Pub Date: March 24, 2004
ISBN: 0-7357-1390-1
Pages: 504
   


   Copyright
   About the Author
   About the Technical Reviewers
   Acknowledgments
   Tell Us What You Think
   Introduction
      Who Is This Book For?
      How Is This Book Organized?
      What Will I Take Away from This Book?
    Chapter 1.  Points and Lines
      The Point Defined
      The Line Defined
      Properties of Lines
      Applications in Collision Detection
      Self-Assessment Solutions
    Chapter 2.  Geometry Snippets
      Distance Between Points
      Parabolas
      Circles and Spheres
      Applications in Collision Detection
      Visualization Experience: Collision Detection
      Self-Assessment Solutions
    Chapter 3.  Trigonometry Snippets
      Degrees Versus Radians
      Trigonometric Functions
      Trigonometric Identities
      Using Math Libraries in C++
      Self-Assessment Solutions
    Chapter 4.  Vector Operations
      Vector Versus Scalar
      Polar Coordinates Versus Cartesian Coordinates
      Vector Addition and Subtraction
      Scalar Multiplication
      Dot Product
      Cross Product
      Visualization Experience
      Self-Assessment Solutions
    Chapter 5.  Matrix Operations
      Equal Matrices
      Matrix Addition and Subtraction
      Scalar Multiplication
      Matrix Multiplication
      Transpose
      Visualization Experience
      Self-Assessment Solutions
    Chapter 6.  Transformations
      Translation
      Scaling
      Rotation
      Concatenation
      Visualization Experience
      Self-Assessment Solutions
    Chapter 7.  Unit Conversions
      The Metric System
      Converting Units Between Systems
      Computer Conversions
      Self-Assessment Solutions
    Chapter 8.  Motion in One Dimension
      Speed and Velocity
      Acceleration
      Equations of Motion
      Visualization Experience
      Self-Assessment Solutions
    Chapter 9.  Derivative Approach to Motion in One Dimension
      Visualizing Velocity and Derivative
      Visualizing Acceleration and Second Derivative
      Self-Assessment Solutions
    Chapter 10.  Motion in Two and Three Dimensions
      Using Vectors
      Projectiles
      Visualization Experience
      Self-Assessment Solutions
    Chapter 11.  Newton's Laws
      Forces
      Using Newton's Laws to Determine How Forces Affect an Object's Motion
      Self-Assessment Solutions
    Chapter 12.  Energy
      Work and Kinetic Energy
      Potential Energy and the Conservation Law
      Self-Assessment Solutions
    Chapter 13.  Momentum and Collisions
      Collision with a Stationary Object
      Momentum and Impulse Defined
      Modeling Collisions
      Visualization Experience
      Self-Assessment Solutions
    Chapter 14.  Rotational Motion
      Circular Motion
      Rotational Dynamics
      Self-Assessment Solutions
    Appendix A.  List of Formulas
      Symbols
      Chapter 1, "Points and Lines"
      Chapter 2, "Geometry Snippets"
      Chapter 3, "Trigonometry Snippets"
      Chapter 4, "Vector Operations"
      Chapter 5, "Matrix Operations"
      Chapter 6, "Transformations"
      Chapter 7, "Unit Conversions"
      Chapter 8, "Motion in One Dimension"
      Chapter 9, "Derivative Approach to Motion in One Dimension"
      Chapter 10, "Motion in Two and Three Dimensions"
      Chapter 11, "Newton's Laws"
      Chapter 12, "Energy"
      Chapter 13, "Momentum and Collisions"
      Chapter 14, "Rotational Motion"
    Appendix B.  Suggested Reading
    Appendix C.  What's on the CD-ROM
      Loading the CD Files
      Exercise Files
      Third-Party Programs
      Read This Before Opening the Software
   Glossary
   Index
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