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Game Programming..

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

 
A PRACTICAL INTRODUCTION

The practical books focus on presenting a more hands-on 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 to solve animation poses, arm punches using methods like popular cyclic coordinate approach.


Game Physics: A Practical Introduction by Kenwright


The book is currently on its 5th revision - it's come along way and each revision adds new improvements.

Game Physics A Practical Introduction by Kenwright.
Game Physics A Practical Introduction by Kenwright.


Game Inverse Kinematics: A Practical Introduction by Kenwright




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

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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