Game Development Reference
In-Depth Information
Bibliography
[Anton and Rorres 94] Howard Anton and Chris Rorres. Elementary Linear Al-
gebra: Applications Version , Seventh edition. New York: John Wiley and
Sons, 1994.
[Axler 97] Sheldon Axler.
Linear Algebra Done Right , Second edition. New
York: Springer, 1997.
[Catto 06] Erin Catto. “Fast and Simple Physics using Sequential Impulses.”
Paper presented at GDC 2006 Tutorial “Physics for Game Programmers,”
San Jose, CA, March, 2006.
[Golub and Van Loan 93] Gene H. Golub and Charles F. Van Loan. Matrix Com-
putations . Baltimore, MD: Johns Hopkins University Press, 1993.
[Hanson 06] Andrew Hanson. Visualizing Quaternions . San Francisco: Morgan
Kaufmann, 2006.
[Hecker 97] Chris Hecker. “Behind the Screen: Physics.” Series published in
Game Developer Magazine , 1996-1997.
[Jakobsen 01] Thomas Jakobsen. “Advanced Character Physics.” Paper pre-
sented at Game Developers Conference 2001, San Jose, CA, March, 2001.
[Joy 00a] Kenneth Joy. “On-Line Geometric Modeling Notes: Affine Combina-
tions, Barycentric Coordinates and Convex Combinations.” Technical re-
port, University of California, Davis, 2000.
[Joy 00b] Kenneth Joy. “On-Line Geometric Modeling Notes: Points and Vec-
tors.” Technical report, University of California, Davis, 2000.
[Joy 00c] Kenneth Joy. “On-Line Geometric Modeling Notes: Vector Spaces.”
Technical report, University of California, Davis, 2000.
[Kallay 06] Michael Kallay. “Computing the Moment of Inertia of a Solid De-
fined by a Triangle Mesh.” journal of graphics tools 11:2 (2006), 51-57.
[Press et al. 93] William H. Press, Brian P. Flannery, Saul A. Teukolsky, and
William T. Vetterling. Numerical Recipes in C: The Art of Scientific Com-
puting , Second edition. New York: Cambridge University Press, 1993.
[Shoemake 85] Ken Shoemake. “Animating Rotation with Quaternion Curves.”
Computer Graphics (SIGGRAPH '85 Proceedings) 19 (1985), 245-254.
Search Nedrilad ::




Custom Search