Physics for Game Programmers

Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming even if you dont have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior...

Szczegółowa specyfikacja

Zapisane w:
Opis bibliograficzny
1. autor: Palmer, Grant. (Autor)
Korporacja: SpringerLink (Online service)
Format: E-book
Język:English
Wydane: Berkeley, CA : Apress, 2005.
Hasła przedmiotowe:
Dostęp online:http://dx.doi.org/10.1007/978-1-4302-0021-5
Etykiety: Dodaj etykietę
Nie ma etykietki, Dołącz pierwszą etykiete!
LEADER 02268nam a22004095i 4500
001 spr978-1-4302-0021-5
003 DE-He213
005 20151204154632.0
007 cr nn 008mamaa
008 100301s2005 xxu| s |||| 0|eng d
020 |a 9781430200215  |9 978-1-4302-0021-5 
024 7 |a 10.1007/978-1-4302-0021-5  |2 doi 
050 4 |a QA76.758 
072 7 |a UMZ  |2 bicssc 
072 7 |a UL  |2 bicssc 
072 7 |a COM051230  |2 bisacsh 
082 0 4 |a 005.1  |2 23 
100 1 |a Palmer, Grant.  |e author. 
245 1 0 |a Physics for Game Programmers  |c by Grant Palmer. 
264 1 |a Berkeley, CA :  |b Apress,  |c 2005. 
300 |a XXV, 472 p.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
505 0 |a Adding Realism to Your Games -- Some Basic Concepts -- Basic Newtonian Mechanics -- Basic Kinematics -- Projectiles -- Collisions -- Sports Simulations -- Cars and Motorcycles -- Boats and Things That Float -- Airplanes -- Rockets and Missiles -- The Physics of Solids -- Explosions -- Lasers -- Probabilistic and Monte Carlo Simulations. 
520 |a Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming even if you dont have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior of cars, planes, projectiles, rockets, and boats. This book is neither code heavy nor language specific, and all chapters include unique, challenging exercises for you to solve. This unique book also includes historical footnotes and interesting trivia. You'll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained. 
650 0 |a Computer science. 
650 0 |a Software engineering. 
650 1 4 |a Computer Science. 
650 2 4 |a Software Engineering/Programming and Operating Systems. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9781590594728 
856 4 0 |u http://dx.doi.org/10.1007/978-1-4302-0021-5 
912 |a ZDB-2-CWD 
950 |a Professional and Applied Computing (Springer-12059)