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    Default Physics for Flash Games, Animation, and Simulations

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    Physics for Flash Games, Animation, and Simulations

    Physics for Flash Games, Animation, and Simulations
    Publisher: frien.,.dsofED 2011 | 558 Pages | ISBN: 1430236744 | EPUB | 6 Mb

    Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations.
    Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right)
    Packed full of practical examples of how physics can be applied to your own games and applications
    Addresses the diverse needs of game developers, animators, artists, and e-learning developers
    The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required???only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.

    What you???ll learn
    Basic math and physics you'll need to incorporate realism into your games, animations and simulations
    How to incorporate a wide range of forces, including environmental forces such as gravity and friction, and forces due to fluids, such as drag and upthrust
    How to build a number of realistic simulations, like submarines and flight simulators
    How to model particle systems and use them for generative art and to create effects, such as smoke
    Numerical subtleties, including accuracy and stability of integration schemes and handling boundary conditions properly; and how and when to use approximations and analytical solutions

    Who this book is for
    Flash developers interested in incorporating real physics into their games, animations, simulations or generative art projects.



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