Books & Videos

Table of Contents

  1. Fundamentals

    1. Chapter 1 Basic Concepts

      1. Newton’s Laws of Motion
      2. Units and Measures
      3. Coordinate System
      4. Vectors
      5. Derivatives and Integrals
      6. Mass, Center of Mass, and Moment of Inertia
      7. Newton’s Second Law of Motion
      8. Inertia Tensor
      9. Relativistic Time
    2. Chapter 2 Kinematics

      1. Velocity and Acceleration
      2. Constant Acceleration
      3. Nonconstant Acceleration
      4. 2D Particle Kinematics
      5. 3D Particle Kinematics
      6. Kinematic Particle Explosion
      7. Rigid-Body Kinematics
      8. Local Coordinate Axes
      9. Angular Velocity and Acceleration
    3. Chapter 3 Force

      1. Forces
      2. Force Fields
      3. Friction
      4. Fluid Dynamic Drag
      5. Pressure
      6. Buoyancy
      7. Springs and Dampers
      8. Force and Torque
      9. Summary
    4. Chapter 4 Kinetics

      1. Particle Kinetics in 2D
      2. Particle Kinetics in 3D
      3. Rigid-Body Kinetics
    5. Chapter 5 Collisions

      1. Impulse-Momentum Principle
      2. Impact
      3. Linear and Angular Impulse
      4. Friction
    6. Chapter 6 Projectiles

      1. Simple Trajectories
      2. Drag
      3. Magnus Effect
      4. Variable Mass
  2. Rigid-Body Dynamics

    1. Chapter 7 Real-Time Simulations

      1. Integrating the Equations of Motion
      2. Euler’s Method
      3. Better Methods
      4. Summary
    2. Chapter 8 Particles

      1. Simple Particle Model
      2. The Basic Simulator
      3. Implementing External Forces
      4. Implementing Collisions
      5. Tuning
    3. Chapter 9 2D Rigid-Body Simulator

      1. Model
      2. The Basic Simulator
      3. Tuning
    4. Chapter 10 Implementing Collision Response

      1. Linear Collision Response
      2. Angular Effects
    5. Chapter 11 Rotation in 3D Rigid-Body Simulators

      1. Rotation Matrices
      2. Quaternions
      3. Quaternions in 3D Simulators
    6. Chapter 12 3D Rigid-Body Simulator

      1. Model
      2. Integration
      3. Flight Controls
    7. Chapter 13 Connecting Objects

      1. Springs and Dampers
      2. Connecting Particles
      3. Connecting Rigid Bodies
    8. Chapter 14 Physics Engines

      1. Building Your Own Physics Engine
  3. Physical Modeling

    1. Chapter 15 Aircraft

      1. Geometry
      2. Lift and Drag
      3. Other Forces
      4. Control
      5. Modeling
    2. Chapter 16 Ships and Boats

      1. Stability and Sinking
      2. Ship Motions
      3. Resistance and Propulsion
      4. Maneuverability
    3. Chapter 17 Cars and Hovercraft

      1. Cars
      2. Hovercraft
    4. Chapter 18 Guns and Explosions

      1. Projectile Motion
      2. Taking Aim
      3. Recoil and Impact
      4. Explosions
    5. Chapter 19 Sports

      1. Modeling a Golf Swing
      2. Billiards
  4. Digital Physics

    1. Chapter 20 Touch Screens

      1. Types of Touch Screens
      2. Step-by-Step Physics
      3. Example Program
      4. Other Considerations
    2. Chapter 21 Accelerometers

      1. Accelerometer Theory
      2. Sensing Orientation
      3. Sensing Tilt
    3. Chapter 22 Gaming from One Place to Another

      1. Location-Based Gaming
      2. What Time Is It?
      3. Location, Location, Location
    4. Chapter 23 Pressure Sensors and Load Cells

      1. Under Pressure
      2. Button Mashing
      3. Barometers
    5. Chapter 24 3D Display

      1. Binocular Vision
      2. Stereoscopic Basics
      3. Types of Display
      4. Programming Considerations
    6. Chapter 25 Optical Tracking

      1. Sensors and SDKs
      2. Numerical Differentiation
    7. Chapter 26 Sound

      1. What Is Sound?
      2. Characteristics of and Behavior of Sound Waves
      3. 3D Sound
  1. Appendix Vector Operations

    1. Vector Class

    2. Vector Functions and Operators

  2. Appendix Matrix Operations

    1. Matrix3×3 Class

    2. Matrix Functions and Operators

  3. Appendix Quaternion Operations

    1. Quaternion Class

    2. Quaternion Functions and Operators

  4. Appendix Bibliography

    1. General Physics and Dynamics

    2. Mathematics and Numerical Methods

    3. Computational Geometry

    4. Projectiles

    5. Sports Ball Physics

    6. Aerodynamics

    7. Hydrostatics and Hydrodynamics

    8. Automobile Physics

    9. Real-time Physics Simulations

    10. Digital Physics

  5. Colophon