Physics for Flash Games, Animation, and Simulations
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Physics for Flash Games, Animation, and Simulations Overview
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
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.
Table of Contents
- Introduction to Physics Programming
- Selected ActionScript 3.0 Topics
- Some Math Background
- Basic Physics Concepts
- The Laws Governing Motion
- Gravity, Orbits, and Rockets
- Contact and Fluid Forces
- Restoring Forces: Springs and Oscillations
- Centripetal Forces: Rotational Motion
- Long-Range Forces
- Collisions
- Particle Systems
- Extended Objects
- Numerical Integration Schemes
- Other Technical Issues
- Simulation Projects
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