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Game Physics Programming..

Bouncing Objects, Springs, Balls, Rigid Bodies...


Game Physics: A Practical Introduction

(Physics for Game Programmers)

by Kenwright




Game Inverse Kinematics: A Practical Introduction

by Kenwright




The books in development focus on presenting a more practical introduction to game physics and inverse kinematics using simple C++/C# examples.  For example, the physics based book focuses on fundamental principles, such as, rigid bodies, constraint solvers, soft body dynamics, debugging, hacks and tips, while the inverse kinematics book, introduces basic methods such as the popular cyclic coordinate approach.





The book is currently in alpha - being edited and reformatted to ensure that is posses the clearest point of view with the least amount of ambiguity and confusion. 



BOOK TITLE:  Game Inverse Kinematics: A Practical Introduction

ISBN-13: 978-1-4849-2232-3



Game Inverse Kinematics: A Practical Introduction


The book gives an uncomplicated practical approach using simplified implementation examples to introduce the reader to inverse kinematic for interactive scenes. The book explains basic principles all the way through to testing and coding, while illustrating and explaining working examples to give the reader a solid grasp of the topic. The book follows a step-by-step approach, introducing basic principles and problems related to the different inverse kinematic techniques, including analytical, heuristic, and global approaches. All in all, the book presents a practical point of view with implementation details, limitations, engineering workarounds, and common pitfalls. Master the basic maths and principles needed to incorporate inverse kinematics into your simulation Code 2D and 3D inverse kinematic simulations, such as articulated characters and push-pull pulley systems Construct articulated kinematic structures for generated character poses Develop an understanding for simulation inaccuracies, numerical problems, approximations, and how to deal with them




















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