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