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Learning unity physics : learn to implement physics in interactive development using the powerful components of Unity3D /

If you are familiar with the fundamentals of Physics and have basic experience of Unity game development, but have no knowledge of using the two together, then this book is for you.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Rani, K. Aava
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, U.K. : Packt Publishing, 2014.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a Learning unity physics :  |b learn to implement physics in interactive development using the powerful components of Unity3D /  |c K. Aava Rani. 
246 3 0 |a Learn to implement physics in interactive development using the powerful components of Unity3D 
260 |a Birmingham, U.K. :  |b Packt Publishing,  |c 2014. 
300 |a 1 online resource (1 volume) :  |b illustrations 
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490 1 |a Community experience distilled 
588 0 |a Online resource; title from cover page (Safari, viewed November 17, 2014). 
500 |a Includes index. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to Physics in Unity3D; The most common component of Physics used in interactive development; Use of Physics in simulation and frame rate; Basic components of Physics for interactive development; Integration; Collision detection; Collision resolution; Physical simulation in Unity; Built-in Physics in Unity3D; Built-in Physics components in Unity3D; Rigidbodies; Kinematic motion and Rigidbodies; Colliders; Triggers; Joints; Character controllers. 
505 8 |a Scripting based on collisionFrictionless Physic Materials; Summary; Chapter 2: Using Different Colliders for Interaction; Primitive colliders; Types of primitive colliders; Box Collider 3D; Box Collider 2D; Sphere Collider 3D; Circle Collider 2D; Capsule Collider 3D; Mesh Collider; Polygon Collider 2D; Edge Collider 2D; Nonprimitive colliders; Types of nonprimitive colliders; Wheel Collider; Static collider; Rigidbody collider; Kinematic Rigidbody collider; Trigger Collider; Compound colliders; Example -- implementation of compound colliders; Summary; Chapter 3: Overview of Collision Matrix. 
505 8 |a Collision Matrix 3DTrigger Matrix; Matrix for 2D Objects; Layers and Collision Matrix; An example of a layer-based Collision Matrix; Collision Matrix and a script; An example of a script-based Collision Matrix; Summary; Chapter 4: Rigidbody Types and Their Properties; Types of Rigidbody components; Physics Rigidbody; An example of creating a Physics Rigidbody ; Kinematic Rigidbody; Properties of Rigidbody components; Example using Rigidbody; Summary; Chapter 5: Joint Types and Their Properties; Types of joints; Fixed joint; Spring joint; Hinge joint; Character joints; Configurable joints. 
505 8 |a Handling movement/rotation restrictionHandling movement/rotation acceleration; Summary; Chapter 6: Animation and Unity3D Physics; Developing simple and complex animations; Interpolate and Extrapolate; The Cloth component; Important points while using the Cloth component; ConstantForce; An example of animation using ConstantForce; An example of animation using AddForce; An example of animation using AddTorque; An example of rope animation using different joints; Summary; Chapter 7: Optimizing Application's Performance Using Physics in Unity3D; Developing an optimized application and game. 
505 8 |a Checking performanceMoving static colliders; Mesh Colliders; The complex collider shape; Rigidbodies; Joints; The Cloth component; Lower timestep; Precalculation; Optimizing graphics; Script call optimization for an iOS build; Pros of performance optimization; Summary; Index. 
520 |a If you are familiar with the fundamentals of Physics and have basic experience of Unity game development, but have no knowledge of using the two together, then this book is for you. 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
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830 0 |a Community experience distilled. 
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