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Dobre Adrian. - Physics for JavaScript Games, Animation, and Simulations: with HTML5 Canvas

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Dobre Adrian. Physics for JavaScript Games, Animation, and Simulations: with HTML5 Canvas
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At a Glance; Introduction; Part I: The Basics; Chapter 1: Introduction to Physics Programming; Why model real physics?; Creating realistic animation effects; Creating realistic games; Building simulations and models; Generating art from code; What is physics?; Everything behaves according to the laws of physics; The laws can be written as math equations; Predicting motion; Programming physics; The difference between animation and simulation; The laws of physics are simple equations; Equations can be readily coded up!; The four steps for programming physics;Have you ever wanted to include believable physical behaviors in your games and projects to give them that extra edge? Physics for JavaScript Games, Animation, and Simulations teaches you how to incorporate real physics, such as gravity, friction, and buoyancy, into your HTML5 games, animations, and simulations. It also includes more advanced topics, such as particle systems, which are essential for creating effects such as sparks or smoke. The book also addresses the key issue of balancing accuracy and simplicity in your games and simulations, and the final chapters provide you with the information and the code to make the right choice for your project. Physics for JavaScript Games, Animation, and Simulations assumes you have a basic knowledge of JavaScript and HTML5. However, no previous knowledge of physics is required--only some very basic math skills. The authors present everything from basic principles to advanced concepts in an approachable way, so youll be able to follow the logic and easily adapt the principles to your own applications. The book is packed full of practical examples of how you can apply physics to your own games and applications. Spring behaviors can be used for anything from tweaking lowrider suspension to creating cloth simulation; flotation mechanics enable the simulation of submersibles or dirigibles; you can even create your own solar system with accurate orbits and gravity. It doesnt matter if youre modeling the Lorentz force in an electromagnetic field or youre modeling the lift force in a flight simulator, Physics for JavaScript Games, Animation, and Simulations enables you to fill your games and applications with accurate and realistic effects.

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Part I
The Basics
Dev Ramtal and Adrian Dobre Physics for JavaScript Games, Animation, and Simulations With HTML5 Canvas 10.1007/978-1-4302-6338-8_1
Dev Ramtal 2014
1. Introduction to Physics Programming
Dev Ramtal 1 and Adrian Dobre 1
(1)
Wiltshire, UK
Youve picked up this book because you are interested in implementing physics in your programming projects. But why would you want to do that? What can it do for you? And how difficult will it be? This chapter will provide answers to these questions.
Topics covered in this chapter include the following:
  • Why model real physics? This section will explain some of the reasons why you might want to add physics to your projects.
  • What is physics? Here we lift the veil of mystery and explain in simple terms what physics is. We also tell you, in a nutshell, what youll need to know before you can write code involving physics.
  • Programming physics. Thankfully, programming physics is not as difficult as you might imagine, once you understand some basic principles. This section explains what youll need to do.
  • A simple example. As a concrete example, well code up a simple animation involving physics, using a minimum of code.
Why model real physics?
There are a number of reasons why you might be interested in modeling physics using JavaScript. Here are some of the most common:
  • To create realistic animation effects
  • To create realistic games
  • To build simulations and models
  • To generate art from code
Let us look at each in turn.
Creating realistic animation effects
Thanks to the HTML5 canvas element, it is now possible to create animations without the need for plug-ins such as Flash. With a little JavaScript and some familiarity with physics, it is also possible to make animations that look and behave like the real thing. For example, suppose you are animating a scene in which someone kicks a ball and it bounces off the ground. You could try to create an animation that mimics the balls behavior, but however hard you might try, it would probably look less than realistic. With just a little bit of coding and some knowledge of elementary physics, you could produce a far more realistic animation. And if, like the authors, you are programmers rather than designers, you might even find it easier! Well show you just how easy it can be in the example at the end of this chapter.
Creating realistic games
Web-based games are extremely popular. As the capabilities of modern web browsers continue to improve, better and more powerful games can be built. Hardware acceleration and 3D support are just two of the emerging developments that have the potential to improve the online gaming user experience dramatically. But apart from performance and appearance, it is equally important for games to feel and look realistic. If a player throws a ball, it should fall according to the law of gravity; if a player fires a torpedo underwater, it should move differently from a ball falling in air. In other words, your game needs to incorporate real physics.
How do you build physics awareness into your games? This book will show you how.
Building simulations and models
A computer simulation or computer model is a program that attempts to imitate certain key aspects of a physical system. Simulations vary in completeness or accuracy, depending on purpose and resources. Lets take a flight simulator program as an example. We would expect a flight simulator designed for training pilots to be much more comprehensive and accurate than one designed for a game. Simulations are extremely common in e-learning, training, and scientific research. In the final chapter of this book, youll build simulationsnamely a submarine, a basic flight simulator, and a model of the solar system. In fact, many of the coded examples throughout the book are simulations, even if generally simpler.
Generating art from code
Generative art has gained popularity in recent years. A lot of fun can be had with some basic physicsfor example, elaborate visual effects and motions can be produced using particles (small graphic objects that you can create and animate with code) and different kinds of forces. These effects can include realistic-looking animation such as smoke and fire, as well as more abstract examples of generative art that can be created using a mixture of algorithms, randomness, and user interaction. Adding some physics in the mix can result in enhanced realism and/or richer effects.
We will explore the world of generative art and provide additional tools and algorithms that can be used to create original and interesting effects such as particle trajectories in complex force fields.
What is physics?
Physics is the most fundamental of the sciences. In a broad sense, physics is the study of the natural laws that govern how things behave. More specifically, it concerns itself with space, time, and matter (defined as any stuff that exists in space and time). One aspect of physics is to formulate general laws that govern the behavior of matter, its interactions, and its motion in space and time. Another aspect is to use these laws to predict the way specific things move and interactfor example, the prediction of eclipses from the laws of gravity or how airplanes are able to fly from the laws of aerodynamics.
Physics is a vast subject, and in a book of this nature we cannot do more than scratch the surface. Fortunately, most of the physics that you will probably need to know falls within a branch known as mechanics , which is one of the easiest to understand. Mechanics governs the way in which objects move and how that motion is influenced by effects in the environment. Because most games and animations include motion, mechanics is clearly of relevance in developing algorithms for making objects behave realistically in code.
Everything behaves according to the laws of physics
Without getting too philosophical, it is fair to say that the laws of physics are truly universal, as far as physicists have been able to observe. What this means is that everything must behave according to physics. This is different from say, the laws of biology, which pertain only to living things. A stone thrown in the air, a planet orbiting the Sun, the workings of the human body, and the operation and motion of a man-made machine must all obey the laws of physics. Moreover, many seemingly diverse phenomena are governed by the same subset of laws. In other words, a single law or group of laws can explain many types of observed facts or patterns of behavior in the physical world. For example, a falling stone and a planet orbiting the Sun both obey the laws of gravity. Another example is that all electrical, magnetic, and radiation phenomena (such as light and radio waves) are governed by the laws of electromagnetism.
The laws can be written as math equations
The great thing is that the laws of physics can be written as mathematical equations. Okay, that may not sound too great if you dont like math! But the point here is that for a law to be useful, it has to be made precise. And math equations are as precise as anything can be. There is no possible ambiguity in how to apply a law that is expressed mathematically, in contrast with the laws that are fought over in courtrooms! Second, this means that centuries of developments in mathematics prove to be applicable to physics, making it possible to solve many physics problems. Third, and what is of most relevance for us: math equations are readily convertible into code.
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