When the original design of the algorithm for Binary Space Partitioning (BSP)-trees was formulated the idea was to use it to sort the polygons in the world. The reason for this was there did not exist hardware accelerated Zbuffers, and software Z-bu
Robot Motion Planning and Control Editor: Jean-Paul Laumond Chapter 1: Guidelines in Nonholonomic Motion Planning for Mobile Robots Chapter 2: Geometry of Nonholonomic Systems Chapter 3: Optimal Trajectories for Nonholonomic Mobile Robots Chapter 4:
Copyright About the Author About the Technical Reviewers Acknowledgments Tell Us What You Think Introduction Who Is This Book For? How Is This Book Organized? What Will I Take Away from This Book? Chapter 1. Points and Lines The Point Defined The Li
Introduction ................................................................. 1 About This Book .................................................................................................. 1 Who You Are........................................
Game physics ------------------------ 本书更像是一本物理学概论,游戏开发的部分偏少,下与不下你自己定夺。 ---------------------------------------- Trademarks Figures Tables Preface About the CD-ROM INTRODUCTION 1.1 a brief history of the world 1.2 a summary of the topics 1.3 Example
GJK计算碰撞代码的应用 //----------------------------------------------------------------------------- // Torque 3D // Copyright (C) GarageGames.com, Inc. // // The core algorithms in this file are based on code written // by G. van den Bergen for his interfe
Table of Contents NAME OF GAME 1 DESIGN HISTORY 5 VERSION 1.10 5 VERSION 2.00 5 VERSION 2.10 5 GAME OVERVIEW 6 PHILOSOPHY 6 Philosophical point #1 6 Philosophical point #2 6 Philosophical point #3 6 COMMON QUESTIONS 6 What is the game? 6 Why create