000 -LEADER |
fixed length control field |
01751cam a22003497a 4500 |
FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
040526s2004 maua 001 0 eng d |
LIBRARY OF CONGRESS CONTROL NUMBER |
LC control number |
2004108007 |
CATALOGING SOURCE |
Original cataloging agency |
TEF |
Transcribing agency |
TEF |
Modifying agency |
C#P |
-- |
OCLCQ |
-- |
DLC |
INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
1592000932 |
SYSTEM CONTROL NUMBER |
System control number |
(OCoLC)ocm56430753 |
AUTHENTICATION CODE |
Authentication code |
lccopycat |
LIBRARY OF CONGRESS CALL NUMBER |
Classification number |
QA76.76.C672 |
Item number |
C68 2004 |
DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.8/1536 |
Edition number |
22 |
SYSTEM CONTROL NUMBER |
System control number |
(IMchF)fol11100093 |
DATE AND TIME OF LATEST TRANSACTION |
control field |
20170126095756.0 |
CONTROL NUMBER |
control field |
51316 |
CONTROL NUMBER IDENTIFIER |
control field |
UOWD |
MAIN ENTRY--PERSONAL NAME |
Personal name |
Conger, David. |
TITLE STATEMENT |
Title |
Physics modeling for game programmers / |
Statement of responsibility, etc |
David Conger. |
PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Place of publication, distribution, etc |
Boston, MA : |
Name of publisher, distributor, etc |
Thomson, |
Date of publication, distribution, etc |
c2004. |
PHYSICAL DESCRIPTION |
Extent |
xxv, 513 p. : |
Other physical details |
ill. ; |
Dimensions |
23 cm. + |
Accompanying material |
1 CD-ROM. |
SERIES STATEMENT |
Series statement |
Game development series |
GENERAL NOTE |
General note |
Includes index. |
STUDY PROGRAM INFORMATION NOTE |
Program name |
CSCI236, CSCI346, CSCI356, CSCI366 |
Institution to which field applies |
UOWD |
SUMMARY, ETC. |
Summary, etc |
Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers. |
SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer games |
General subdivision |
Design. |
SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer games |
General subdivision |
Programming. |
SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer graphics. |
SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Physics. |
SERIES ADDED ENTRY--UNIFORM TITLE |
Uniform title |
Premier Press game development series. |
ADDED ENTRY ELEMENTS (KOHA) |
Koha item type |
REGULAR |