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Wendy Stahler [Wendy Stahler] - Beginning Math and Physics for Game Programmers

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Wendy Stahler [Wendy Stahler] Beginning Math and Physics for Game Programmers

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Whether youre a hobbyist or a budding game design pro, yourobjective is probably the same: To create the coolest gamespossible using todays increasingly sophisticated technology. To dothat, however, you need to understand some basic math and physicsconcepts. Not to worry: You dont need to go to night school if youget this handy guide! Through clear, step-by-step instructions,author Wendy Stahler covers the trigonometry snippets, vectoroperations, and 1D/2D/3D motion you need to improve your level ofgame development. Each chapter includes exercises to make thelearning stick, and Visualization Experience sections are sprinkledthroughout that walk you through a demo of the chapters content.By the end of the volume, youll have a thorough understanding ofall of the math and physics concepts, principles, and formulas youneed to control and enhance your users gaming experience.

Wendy Stahler [Wendy Stahler]: author's other books


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Chapter A. List of Formulas
Symbols
SymbolNameDescription
AlphaOften used to represent an angle
DeltaMeans change in
EpsilonCoefficient of restitution
f '( t )The derivative of function f with respect to t
MuCoefficient of friction
OmegaUsed here to represent angular velocity
PiConstant 3.14
ThetaOften used to represent an angle

, Derivative Approach to Motion in One Dimension
Average Velocity

Beginning Math and Physics for Game Programmers - image 1

equals the slope between two points on position v . Time graph for any time interval a t b .

Instantaneous Velocity

Beginning Math and Physics for Game Programmers - image 2

at t = a for any function f ( t ) that gives position as a function of time.

Instantaneous Velocity

v = f '( t )

for any position equation that's a function of time, f ( t ).

Average Acceleration

Beginning Math and Physics for Game Programmers - image 3

equals the slope between two points on velocity v . Time graph for any time interval a t b .

Instantaneous Acceleration

Beginning Math and Physics for Game Programmers - image 4

for any function f ( t ) that gives velocity as a function of time.

Instantaneous Acceleration

a = v '( t )

for any velocity equation that's a function of time, v ( t ).

Instantaneous Acceleration

a = v '( t ) = y ''( t )

for any velocity equation that's a function of time, v ( t ), and any position equation that's a function of time, y ( t ).

, Motion in Two and Three Dimensions
2D Displacement

r = r f r i

for position vectors r i (initial) and r f (final).

Average Velocity in 2D and 3D

Beginning Math and Physics for Game Programmers - image 5

for any displacement vector r and time interval t .

Equations of Motion in 2D and 3D

v f = v i + at

x = ( v f + v i) t

x = v i t + at 2

for vectors a, v f, v i, and x and scalar t .

Vertical Components of a Projectile

a y = 9.8m/s2

v fy = v iy + at

y = v iy t + a y t 2

Horizontal Components of a Projectile

a x = 0m/s2

v x = x / t

, Newton's Laws
Weight

w = m g

where m = mass and g = acceleration due to gravity (9.8m/s2 on Earth).

Newtons

1N = 1kg*m/s2

1N = 0.2248lbs

Static Friction

FS = SN

where N is the normal force.

Kinetic Friction

FK = KN

where N is the normal force.

Free-Body Diagram
  1. Use arrows of relative lengths to represent forces.

  2. Draw all arrows originating from the center of the object and pointing in the appropriate direction.

Newton's First Law

If Fnet = 0, no change in motion occurs.

Newton's Second Law

Fnet = m a

where m is mass and a is acceleration.

Newton's Third Law

For every force there is an equal and opposite force, or, when two objects come into contact, they exert equal and opposite forces upon each other.

, Energy
Work

W = F x

where x = displacement and F = force in the direction of displacement.

Kinetic Energy

KE = mv 2

where m = mass and v = speed.

Work-Energy Theorem

W = KE = KE f KE i

or

Beginning Math and Physics for Game Programmers - image 6

where the force and displacement are in the same direction and v is speed.

Gravitational Potential Energy

GPE = mgy

where m = mass, g = acceleration due to gravity, and y = height.

Conservation of Mechanical Energy (Simplified)

KE i + PE i = KE f + PE f

or

Conservation of Mechanical Energy Modified KE i PE i KE f PE f E o - photo 7

Conservation of Mechanical Energy (Modified)

KE i + PE i = KE f + PE f + E o

or

where E o represents other energy heatsound Momentum and Collisions - photo 8

where E o represents other energy (heat/sound).

, Momentum and Collisions
Axis-Aligned Vector Reflection

If the stationary boundary is vertical, v f = [ v ix v iy] and if the stationary boundary is horizontal, v f = [ v ix v iy] for incoming velocity v i = [ v ix v iy].

Non-Axis-Aligned Vector Reflection

v f = 2 * P + v i

where v i = the incoming velocity and P = the projection of v i onto the normal of the boundary line.

Momentum

p = mv

where m = mass and v = velocity.

Impulse

Impulse = Ft

where F = net force and t = a very small amount of time.

Impulse-Momentum Theorem

Impulse = Ft = ( p )

where F = net force, t = a very small amount of time, and p = momentum.

Conservation of Momentum Theorem

m 1 v 1i + m 2 v 2i = m 1 v 1f + m 2 v 2f

where the 1 subscript represents object 1 and the 2 subscript represents object 2.

Linear Collision

( v 1f v 2f) = ( v 1i v 2i)

where = coefficient of restitution (0 < < 1).

, Rotational Motion
Angular Displacement

= s / r

where s = arc length and r = radius.

Average Angular Velocity

Beginning Math and Physics for Game Programmers - image 9

where = angular displacement and t = time.

Average Angular Acceleration

Beginning Math and Physics for Game Programmers - image 10

where = angular displacement and t = time.

Tangential Velocity

v t = r

where = instantaneous angular velocity and r = radius.

Tangential Acceleration

a t = r

where = instantaneous angular acceleration and r = radius.

, Points and Lines
Equation of a Line

The graph of an equation of the form A x + B y = C, where A and B are not both 0, is a straight line.

Slope

For any line in standard form A x B y C the slope m AB Parallel Lines - photo 11

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