000 | 01751cam a22003497a 4500 | ||
---|---|---|---|
008 | 040526s2004 maua 001 0 eng d | ||
010 | _a 2004108007 | ||
040 |
_aTEF _cTEF _dC#P _dOCLCQ _dDLC |
||
020 | _a1592000932 | ||
035 | _a(OCoLC)ocm56430753 | ||
042 | _alccopycat | ||
050 | 0 | 0 |
_aQA76.76.C672 _bC68 2004 |
082 | 0 | 0 |
_a794.8/1536 _222 |
100 | 1 | _aConger, David. | |
245 | 1 | 0 |
_aPhysics modeling for game programmers / _cDavid Conger. |
260 |
_aBoston, MA : _bThomson, _cc2004. |
||
300 |
_axxv, 513 p. : _bill. ; _c23 cm. + _e1 CD-ROM. |
||
490 | 1 | _aGame development series | |
500 | _aIncludes index. | ||
650 | 0 |
_aComputer games _xDesign. |
|
650 | 0 |
_aComputer games _xProgramming. |
|
650 | 0 | _aComputer graphics. | |
650 | 0 | _aPhysics. | |
830 | 0 | _aPremier Press game development series. | |
035 | _a(IMchF)fol11100093 | ||
526 | 0 |
_aCSCI236, CSCI346, CSCI356, CSCI366 _5UOWD |
|
520 | _aProgrammers 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. | ||
005 | 20170126095756.0 | ||
001 | 51316 | ||
003 | UOWD | ||
942 | _cREGULAR | ||
999 |
_c19051 _d19051 |