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The Essential Guide to Physics for Flash Games, Animation, and Simulations

  • Authors
  • Dev Ramtal
  • Adrian Dobre

Table of contents

  1. Front Matter
    Pages i-xxiii
  2. The Basics

    1. Front Matter
      Pages 1-1
    2. Dev Ramtal, Adrian Dobre
      Pages 3-12
    3. Dev Ramtal, Adrian Dobre
      Pages 13-43
    4. Dev Ramtal, Adrian Dobre
      Pages 45-89
    5. Dev Ramtal, Adrian Dobre
      Pages 91-131
  3. Particles, Forces, and Motion

    1. Front Matter
      Pages 133-133
    2. Dev Ramtal, Adrian Dobre
      Pages 135-156
    3. Dev Ramtal, Adrian Dobre
      Pages 157-180
    4. Dev Ramtal, Adrian Dobre
      Pages 181-220
    5. Dev Ramtal, Adrian Dobre
      Pages 221-250
    6. Dev Ramtal, Adrian Dobre
      Pages 251-279
    7. Dev Ramtal, Adrian Dobre
      Pages 281-318
  4. Multi-particle and Extended Systems

    1. Front Matter
      Pages 319-319
    2. Dev Ramtal, Adrian Dobre
      Pages 321-358
    3. Dev Ramtal, Adrian Dobre
      Pages 359-394
    4. Dev Ramtal, Adrian Dobre
      Pages 395-440
  5. Building More Complex Simulations

    1. Front Matter
      Pages 441-441
    2. Dev Ramtal, Adrian Dobre
      Pages 443-459
    3. Dev Ramtal, Adrian Dobre
      Pages 461-480
    4. Dev Ramtal, Adrian Dobre
      Pages 481-515
  6. Back Matter
    Pages 517-533

About this book

Introduction

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
The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.

Bibliographic information