Through masterful physics modeling, the action in your games can achieve an amazing level of reality. "Physics Modeling for Game Programmers" takes you beyond theories and techniques and shows you how to implement your new skills toward practical applications. You’ll cover the basic math concepts that are essential to physics modeling, including Euclidean geometry. Then it’s on to motion and collision as you learn how to make the elements in your game move in a realistic way. Wrap things up with a study of hands-on 3D simulation and the physics of land and air vehicles
Part 1: Physics, Math, and Game Programming
Chapter 1: Physics in Games
Chapter 2: Simulating 3D with DirectX
Chapter 3: Mathematical Tools for Physics and 3-D Programming
Chapter 4: 2D Transformations and Rendering
Chapter 5: 3D Transformations and Rendering
Chapter 6: Meshes and X Files
Part 2: 3D Objects, Movement, and Collisions
Chapter 7: Dynamics of Particles
Chapter 8: Collisions of Point Particles
Chapter 9: Rigid Body Dynamics
Chapter 10: Collisions of Rigid Bodies
Chapter 11: Gravity and Projectiles
Chapter 12: Mass and Spring Systems
Chapter 13: Water and Waves
Part 3: Hands-On 3D Simulation
Chapter 14: Getting Ready for Games
Chapter 15: Cars, Hovercraft, Ships, and Boats
Chapter 16: Aircraft and Spacecraft
Appendix A: Glossary
Appendix B: A Brief Review of C++
Appendix C: The Basics of Windows Programming