Physics for game programmers / Grant Palmer.
Material type: TextSeries: Books for professionals by professionalsPublisher: Berkeley, Calif. : Apress, [2005]Copyright date: ©2005Description: xxv, 444 pages : illustrations ; 24 cmContent type:- text
- unmediated
- volume
- 159059472X
- 9781590594728
- 794.81536 22
- QA76.76.C672 P24 2005
- QC23.2 .P355 2005
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 794.81536 PAL (Browse shelf(Opens below)) | 1 | Available | A454571B |
A one-stop resource for building physics-based realism into your games--Cover.
Includes bibliographical references and index.
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.
"This book illustrates how to infuse compelling and realistic action into game programming—even if you don’t have a college-level physics background! This book covers the basic physics and mathematical models and then shows clearly how to implement them basics to accurately simulate the motion and behavior of cars, planes, projectiles, rockets, and boats. This book is neither code heavy or language-specific, and all chapters include unique, challenging exercises to solve. This fun book also includes historical footnotes and interesting trivia. The style will be light and conversational, and all physics jargon will be properly and clearly explained."--Publisher description.
Machine converted from AACR2 source record.
There are no comments on this title.