Physics for JavaScript Games, Animation, and Simulations - download pdf or read online

By Dev Ramtal, Adrian Dobre

ISBN-10: 1430263385

ISBN-13: 9781430263388

Have you desired to contain plausible actual behaviors on your video games and tasks to provide them that additional facet? Physics for JavaScript video games, Animation, and Simulations teaches you the way to include genuine physics, reminiscent of gravity, friction, and buoyancy, into your HTML5 video games, animations, and simulations. it's also extra complex issues, similar to particle platforms, that are crucial for growing results resembling sparks or smoke. The booklet additionally addresses the most important factor of balancing accuracy and straightforwardness on your video games and simulations, and the ultimate chapters give you the data and the code to make the correct selection to your project.

Physics for JavaScript video games, Animation, and Simulations assumes you may have a uncomplicated wisdom of JavaScript and HTML5. even though, no past wisdom of physics is required—only a few very simple math abilities. The authors current every thing from simple ideas to complex suggestions in an approachable approach, so you’ll have the ability to keep on with the good judgment and simply adapt the rules for your personal applications.

The publication is packed filled with sensible examples of the way you could observe physics for your personal video games and functions. Spring behaviors can be utilized for something from tweaking lowrider suspension to making fabric simulation; flotation mechanics let the simulation of submersibles or dirigibles; you may also create your personal sunlight approach with exact orbits and gravity. It doesn’t subject if you’re modeling the Lorentz strength in an electromagnetic box or you’re modeling the carry strength in a flight simulator, Physics for JavaScript video games, Animation, and Simulations helps you to fill your video games and functions with exact and real looking results.

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Extra info for Physics for JavaScript Games, Animation, and Simulations with HTML5 Canvas

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A simple trick to constrain the frame rate is to nest the requestAnimationFrame() function within a setTimeout() function. In the previous example, we can modify the animFrame() function to the following: function animFrame(){ setTimeout(function() { requestAnimationFrame(animFrame,canvas); onEachStep(); }, 1000/60); } 33 CHAPTER 2 N JAVASCRIPT AND HTML5 CANVAS BASICS This of course does not guarantee that the frame rate will be exactly 60 fps. One of the main problems is that the time interval between timer events actually includes the time it takes to execute all the code within the event handler on top of the specified delay.

That interval is called the wavelength of the wave. It is the distance between adjacent similar points, for example, the distance between successive crests. If we instead plot the sine function against time, the repeating interval is a time scale called the period of the wave. For example, if this were a ball that’s moving up and down, the period (denoted by the symbol T) would be the time it takes to return to its initial position. Let’s call this a cycle. 5 seconds. How many cycles does the ball complete in 1 second?

If we instead plot the sine function against time, the repeating interval is a time scale called the period of the wave. For example, if this were a ball that’s moving up and down, the period (denoted by the symbol T) would be the time it takes to return to its initial position. Let’s call this a cycle. 5 seconds. How many cycles does the ball complete in 1 second? Well, obviously 2. That’s how many half-seconds there are in a second. This is called the frequency of the motion (denoted by the symbol f).

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Physics for JavaScript Games, Animation, and Simulations with HTML5 Canvas by Dev Ramtal, Adrian Dobre


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