The Essential Guide to Physics for Flash Games, Animation, and Simulations
Book information
Description
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. Front Matter....Pages i-xxiii Front Matter....Pages 1-1 Introduction to Physics Programming....Pages 3-12 Selected ActionScript 3.0 Topics....Pages 13-43 Some Math Background....Pages 45-89 Basic Physics Concepts....Pages 91-131 Front Matter....Pages 133-133 The Laws Governing Motion....Pages 135-156 Gravity, Orbits, and Rockets....Pages 157-180 Contact and Fluid Forces....Pages 181-220 Restoring Forces: Springs and Oscillations....Pages 221-250 Centripetal Forces: Rotational Motion....Pages 251-279 Long-Range Forces....Pages 281-318 Front Matter....Pages 319-319 Collisions....Pages 321-358 Particle Systems....Pages 359-394 Extended Objects....Pages 395-440 Front Matter....Pages 441-441 Numerical Integration Schemes....Pages 443-459 Other Technical Issues....Pages 461-480 Simulation Projects....Pages 481-515 Back Matter....Pages 517-533
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