RK4卫星轨道 该程序使用Runge-Kutta四阶数值方法模拟围绕中心质量(卫星和地球)的轨道质量的轨道。 卫星的初始条件是对地静止轨道的条件。 在地球表面上方的初始位置为35786公里,每秒的初始速度为3.07公里,形成了圆形轨道。 修改初始速度会稍微改变轨道的偏心度,值从3.07km / s改变得越大,它就会变得椭圆形。 仿真的周期可以更改,但是当前设置为一天,因为对地静止对单个轨道来说要花费那么多的时间。 整个动画是使用tkinter模块编写的,可以更改或禁用颜色,画布尺寸甚至跟踪器和径向线(跟踪器和径向线是我添加的图形功能)之类的可选内容。 下面可以看到两个具有不同初始速度的卫星轨道图像: 左侧图像的初始速度为3.07km / s,右侧图像的初始速度为2.07km / s。 以1km / s的速度变化已经极大地改变了地球周围卫星的轨迹。 进一步改变速度可能会导致双曲线轨道,而
2022-03-08 02:13:57 2.69MB python simulation physics satellite
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Information Theory and Quantum Physics
2022-03-06 10:44:32 2.66MB Information Physics Quantum Theory
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英文版,作者S.M.SZE,KWOK K. NG 一共四部分,其它: Physics of Semiconductor devices (3rd Edition)-part 2 Physics of Semiconductor devices (3rd Edition)-part 3 Physics of Semiconductor devices (3rd Edition)-part 4
2022-03-03 06:31:24 8.58MB MOS PN semiconductor 半导体
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这组 MATLAB 例程模拟具有周期性边界条件的三维硬球堆积。 它初始化一个均匀晶格,然​​后使用 Metropolis 算法对粒子位置进行多次迭代退火。 然后计算 $g_2(r)$,或成对径向分布函数,在集合中的许多中心上取平均值。 对于大的初始粒子密度,结果 $g_2$ 与 Percus-Yevick 近似给出的解析近似匹配,给定足够高的粒子密度的任意精度。
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本资源为Robert F. Pierret所撰写的Semiconductor Device Physics一书的习题答案。
2022-02-24 22:21:43 39.05MB Semiconductor Device Physics
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Physics for Game Programmers PDF
2022-02-21 14:16:58 4.44MB 物理
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Book Description Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics.
2022-02-19 22:14:24 8.44MB 游戏 物理引擎 开发
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Building a 2D Game Physics Engine Using HTML5 and JavaScript 英文无水印pdf pdf所有页面使用FoxitReader和PDF-XChangeViewer测试都可以打开 本资源转载自网络,如有侵权,请联系上传者或csdn删除 本资源转载自网络,如有侵权,请联系上传者或csdn删除
2022-02-19 22:12:24 2.43MB Building Game Physics Engine
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有大量非常经典非常实用的特殊函数及其性质,以及应用。比如Bessel函数,Hankel积分变换等。在电磁计算等诸多方面有着广泛的用途。希望大家喜欢。
2022-02-16 16:51:49 1.05MB 理论物理方法
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Morse,Feshbach合著的数学物理方法,非常经典,可惜文件太大,不能一次上传,,第一册分了五部分
2022-02-16 16:40:07 3.57MB 数学物理方法
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