Physics modeling for game programmers / David Conger.
Material type: TextSeries: Premier Press game development seriesPublication details: Boston, MA : Thomson, c2004.Description: xxv, 513 p. : ill. ; 23 cm. + 1 CD-ROMISBN:- 1592000932
- 794.8/1536 22
- QA76.76.C672 C68 2004
Item type | Current library | Call number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|
REGULAR | University of Wollongong in Dubai Main Collection | 794.81536 CO PH (Browse shelf(Opens below)) | Available | T0042449 | ||
REGULAR | University of Wollongong in Dubai Main Collection | 794.81536 CO PH (Browse shelf(Opens below)) | Available | T0042448 |
Includes index.
CSCI236, CSCI346, CSCI356, CSCI366 UOWD
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.
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