Game Physics: A Practical Introduction
(Physics for Game Programmers)
by
Kenwright
&
Game Inverse Kinematics: A Practical
Introduction
by
Kenwright
Details
The books 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.
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The book is currently in its 3rd version - each version adds new features and algorithms.
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
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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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