وب سایت تخصصی شرکت فرین
دسته بندی دوره ها

2D Game Physics Programming

سرفصل های دوره
  • 001. Introduction & Learning Outcomes
  • 002. How to Take this Course
  • 003. What is Game Physics
  • 004. A Quick Reiew of Vector Math
  • 005. Vector & Scalar Quantities
  • 006. Using the P5js Web Editor
  • 007. Visualizing Errors in the Web Editor
  • 008. Coding a Vec2 Class
  • 009. Vector Magnitude
  • 010. Vector Addition & Subtraction
  • 011. Methods for Vector Addition & Subtraction
  • 012. Vector Equality
  • 013. Scaling Vectors
  • 014. Static Methods
  • 015. Applications of Vector Addition & Subtraction
  • 016. Dot Product
  • 017. Is the Dot Product Commutatie
  • 018. Cross Product
  • 019. Coding the Cross Product Method
  • 020. Exercise Perpendicular 2D Vector
  • 021. Perpendicular 2D Vector
  • 022. Exercise Vec3 Methods
  • 023. Vec3 Methods
  • 024. Vector Normalization
  • 025. Coding the Normalization Method
  • 026. Scaling, Translating, and Rotating Vectors
  • 027. Quick Reiew of Sine & Cosine
  • 028. Vector Rotation Proof (x-component)
  • 029. Vector Rotation Proof (y-component)
  • 030. Coding the Vec2 Rotate Method
  • 031. Concluding our JaaScript Vector Class
  • 032. Vec2 C++ Header File
  • 033. A Quick Look at C++ Vec2 Syntax
  • 034. Vec2 Operator Oerloading
  • 035. Technologies & Dependencies
  • 036. Folder Structure
  • 037. Initial Project Files
  • 038. Compiling using GCC & Linux
  • 039. Makefile
  • 040. Configuring Visual Studio on Windows
  • 041. Introduction to Particle Physics
  • 042. Particle Class
  • 043. Particle Velocity
  • 044. Using the + Operator to Add Vectors
  • 045. Controlling our Framerate
  • 046. Framerate Independent Moement
  • 047. Clamping Inalid DeltaTime Values
  • 048. Moing in a Constant Velocity
  • 049. Changing the Particles Velocity
  • 050. Keeping the Particle Inside the Window
  • 051. Constant Acceleration
  • 052. Discrete s. Continuous
  • 053. Integration & Moement Simulation
  • 054. Different Integration Methods
  • 055. Particle Integrate Function
  • 056. Applying Forces to Particles
  • 057. Function to Add Force
  • 058. Particles with Different Mass
  • 059. The Weight Force
  • 060. Inerse of the Mass
  • 061. Applying Forces with the Keyboard
  • 062. Drag Force
  • 063. Drag Force Function
  • 064. Handling Mouse Clicks with SDL
  • 065. Unexpected Drag Behaior
  • 066. Friction Force
  • 067. Friction Force Function
  • 068. Graitational Attraction Force
  • 069. Graitational Attraction Force Function
  • 070. Spring Force
  • 071. Spring Force Function
  • 072. Exercise Spring Forces
  • 073. Multiple Particles Chain
  • 074. Multiple Particles Soft body
  • 075. Soft Bodies & Verlet Integration
  • 076. Rigid-Bodies
  • 077. Shapes
  • 078. Shape Class
  • 079. Shape Class Implementation
  • 080. Circle Shape
  • 081. Angular Velocity & Angular Acceleration
  • 082. Torque & Moment of Inertia
  • 083. Circle Shape Angular Motion
  • 084. Box Vertices
  • 085. Local Space s. World Space
  • 086. Body Update Function
  • 087. Why Not a Shape Draw Function
  • 088. No Draw Method in the Shape Class
  • 089. Circle-Circle Collision Detection
  • 090. Circle-Circle Collision Class
  • 091. Circle-Circle Collision Implementation
  • 092. Collision Contact Information
  • 093. Collision Information Code
  • 094. Broad Phase & Narrow Phase
  • 095. The Projection Method
  • 096. Objects with Infinite Mass
  • 097. Impulse Method & Momentum
  • 098. Impulse
  • 099. Deriing the Linear Impulse Formula
  • 100. Simplifying the Impulse Method Formula
  • 101. Coding the Linear Impulse Method
  • 102. Is Linear Collision Response Enough
  • 103. AABB Collision Detection
  • 104. SAT Separating Axis Theorem
  • 105. Finding Minimum Separation with SAT
  • 106. Polygon-Polygon Collision Code
  • 107. Code to Find SAT Minimum Separation
  • 108. Refactoring the SAT Separation Function
  • 109. Finding Extra Collision Information with SAT
  • 110. Polygon-Polygon Collision Information
  • 111. Linear & Angular Velocity At Point
  • 112. Post-Collision Velocity At Point
  • 113. Computing Linear & Angular Impulse
  • 114. Collision Distance Vectors Ra-Rb
  • 115. 2D Cross Product Simplification
  • 116. Coding the Impulse Along Normal
  • 117. Exercise Impulse Along Tangent
  • 118. Friction Impulse Along Tangent
  • 119. Remoing Window Boundaries Check
  • 120. Circle-Polygon Collision Detection
  • 121. Finding Polygons Nearest Edge with Circle
  • 122. Exercise Circle-Polygon Edge Regions
  • 123. Circle-Polygon Collision Information
  • 124. Circle-Polygon Collision Resolution
  • 125. Exercise Polygons with Multiple Vertices
  • 126. Polygon with Multiple Vertices
  • 127. Loading SDL Textures
  • 128. Rendering Circle Texture
  • 129. World Class
  • 130. Implementing World Functions
  • 131. Refactoring Function to Update Vertices
  • 132. Local Solers s. Global Solers
  • 133. A Naie Iteratie Positional Correction
  • 134. Constrained Rigid-Body Physics
  • 135. Position s. Velocity Constraints
  • 136. Example Velocity Constraint & Bias Factor
  • 137. Example Distance Constraint & Bias Factor
  • 138. Constraint Forces & Constrained Moement
  • 139. Force-Based s. Impulse-Based Constraints
  • 140. The Constraint Class
  • 141. VecN Class
  • 142. Implementing VecN Functions
  • 143. VecN Operator Oerloading
  • 144. Matrices
  • 145. MatMN Class
  • 146. Matrix Transpose
  • 147. Matrix Multiplication
  • 148. Matrix Multiplication Function
  • 149. Seeing Beyond the Matrix
  • 150. Generalized Velocity Constraint
  • 151. Soling Violated Velocity Constraints
  • 152. Constraint Class Inheritance
  • 153. Distance Constraint
  • 154. Joint Constraint Class
  • 155. Conerting World Space to Local Space
  • 156. World List of Constraints
  • 157. Refactoring Body Update
  • 158. Deriing the Distance Jacobian
  • 159. Populating the Distance Jacobian
  • 160. Soling System of Equations (Ax=b)
  • 161. Gauss-Seidel Method
  • 162. Constrained Pendulum
  • 163. Soling System of Constraints Iteratiely
  • 164. Warm Starting
  • 165. Adding the Bias Term
  • 166. Ragdoll with Joint Constraints
  • 167. Preenting NaN Errors
  • 168. Penetration Constraint
  • 169. Deriing the Penetration Jacobian
  • 170. Penetration Constraint Class
  • 171. Soling Penetration Constraints
  • 172. Penetration Warm Starting
  • 173. Penetration Constraint Friction
  • 174. Clamping Friction Magnitude Values
  • 175. Penetration Constraint Bounciness
  • 176. Unstable Stack of Boxes
  • 177. Allowing for Multiple Contact Points
  • 178. Reference & Incident Edges
  • 179. Finding Incident Edge
  • 180. Getting Ready for Clipping
  • 181. Clipping Function
  • 182. Testing Multi-Contact Boxes
  • 183. Testing Multiple Objects & Constraints
  • 184. Contact Caching
  • 185. Continuous Collision Detection
  • 186. Broad & Narrow Split
  • 187. Euler Integration Reiew
  • 188. MidPoint & RK4 Integrators
  • 189. Verlet Integration
  • 190. Stick Constraints
  • 191. Conclusion & Next Steps
  • 139,000 تومان
    بیش از یک محصول به صورت دانلودی میخواهید؟ محصول را به سبد خرید اضافه کنید.
    خرید دانلودی فوری

    در این روش نیاز به افزودن محصول به سبد خرید و تکمیل اطلاعات نیست و شما پس از وارد کردن ایمیل خود و طی کردن مراحل پرداخت لینک های دریافت محصولات را در ایمیل خود دریافت خواهید کرد.

    ایمیل شما:
    تولید کننده:
    شناسه: 38834
    حجم: 51378 مگابایت
    مدت زمان: 2104 دقیقه
    تاریخ انتشار: 30 تیر 1403
    طراحی سایت و خدمات سئو

    139,000 تومان
    افزودن به سبد خرید