Game Development Reference
In-Depth Information
Mathematics and Numerical Methods
Boyce, William E., and, DiPrima, Richard C., Elementary Differential Equations , John
Wiley & Sons, New York, 1986.
Kreyszig, Erwin, Advanced Engineering Mathematics , John Wiley & Sons, New York,
1988.
Larson, Roland E., and, Hostetler, Robert P., Calculus with Analytic Geometry , D. C.
Heath and Company, Lexington, Massachusetts, 1986.
Press, Flannery, Teukolsky, and Vetterling, Numerical Recipes in Pascal , Cambridge
University Press, New York, 1989.
Computational Geometry
Arvo, James, Editor, Graphics Gems II , Academic Press, 1991.
Bobic, Nick, “Advanced Collision Detection Techniques,” Gamasutra, March 2000.
DaLoura, Mark, Editor Game Programming Gems , Chapter 4.5, Charles River Media,
Inc., Massachusetts, 2000.
Foley, van Dam, Feiner, and Hughes, Computer Graphics: Principles and Practice ,
Addison-Wesley Publishing Company, New York, 1996.
Glassner, Andrew, Editor, Graphics Gems , Academic Press, 1990.
Goodman, J. E., and, O'Rourke, J., Editors, Handbook of Discrete and Computational
Geometry, CRC Press LLC, 1997.
Heckbert, Paul, Editor, Graphics Gems IV, Academic Press, 1994.
Kirk, David, Editor, Graphics Gems III, Academic Press, 1992.
Mirtich, Brian, “Fast and Accurate Computation of Polyhedral Mass Properties,” Vol‐
ume 1, number 2, 1996.
Mirtich, Brian, “Rigid Body Contact: Collision Detection to Force Computation,” MERL
Technical Report 98-01, Proc. of Workshop on Contact Analysis and Simulation,
IEEE International Conference on Robotics and Automation, May 1998.
Mirtich, Brian, “Efficient Algorithms for Two-Phase Collision Detection,” MERL Tech‐
nical Report 97-23, Practical Motion Planning in Robotics: Current Approaches
and Future Directions, K. Gupta and A.P. del Pobil, editors, 1998.
Mirtich, Brian, “V-Clip: Fast and Robust Polyhedral Collision Detection,” MERL Tech‐
nical Report 97-05, ACM Trans. on Graphics 17 (3), July 1998.
Search Nedrilad ::




Custom Search