TY - BOOK AU - Palmer,Grant TI - Physics for game programmers T2 - Books for professionals by professionals SN - 159059472X AV - QA76.76.C672 P24 2005 U1 - 794.81536 22 PY - 2005///] CY - Berkeley, Calif. PB - Apress KW - Physics KW - Video games KW - Design N1 - 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 N2 - "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 ER -