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008 070330s2007 ne a b 001 0 eng d
010 _a 2006023852
011 _aBIB MATCHES WORLDCAT
020 _a012369471X
_qalk. paper
020 _a9780123694713
_qalk. paper
035 _a(ATU)b11199763
035 _a(OCoLC)70676565
040 _aDLC
_beng
_erda
_cDLC
_dBAKER
_dC#P
_dYDXCP
_dBTCTA
_dUBA
_dOCLCQ
_dATU
050 0 0 _aQA76.76.C672
_bM55 2007
082 0 0 _a794.81526
_222
100 1 _aMillington, Ian,
_eauthor.
_91060955
245 1 0 _aGame physics engine development /
_cIan Millington.
264 1 _aAmsterdam ;
_aBoston :
_bMorgan Kaufmann Publishers,
_c[2007]
264 4 _c©2007
300 _axxi, 456 pages :
_billustrations ;
_c25 cm +
_e1 computer disc (12 cm).
336 _atext
_btxt
_2rdacontent
336 _acomputer dataset
_bcod
_2rdacontent
_3Accompanying material
337 _aunmediated
_bn
_2rdamedia
337 _acomputer
_bc
_2rdamedia
_3Accompanying material
338 _avolume
_bnc
_2rdacarrier
338 _acomputer disc
_bcd
_2rdacarrier
_3Accompanying material
490 1 _aThe Morgan Kaufmann series in interactive 3D technology
500 _aAccompanied by: 1 computer disc (CD-ROM)
504 _aIncludes bibliographical references (page 445) and index.
505 0 0 _gCh. 1.
_tIntroduction --
_gCh. 2.
_tThe mathematics of particles --
_gCh. 3.
_tThe laws of motion --
_gCh. 4.
_tThe particle physics engine --
_gCh. 5.
_tAdding general forces --
_gCh. 6.
_tSprings and springlike things --
_gCh. 7.
_tHard constraints --
_gCh. 8.
_tThe mass-aggregate physics engine --
_gCh. 9.
_tThe mathematics of rotations --
_gCh. 10.
_tLaws of motion for rigid bodies --
_gCh. 11.
_tThe rigid-body physics engine --
_gCh. 12.
_tCollision detection --
_gCh. 13.
_tGenerating contacts --
_gCh. 14.
_tCollision resolution --
_gCh. 15.
_tResting contacts and friction --
_gCh. 16.
_tStability and optimization --
_gCh. 17.
_tPutting it all together --
_gCh. 18.
_tOther types of physics --
_gApp. A.
_tCommon inertia tensors --
_gApp. B.
_tUseful friction coefficients for games --
_gApp. C.
_tOther programming languages --
_gApp. D.
_tMathematics summary.
520 1 _a"Today's cutting-edge games utilize sophisticated physics to make the objects in their virtual worlds behave realistically. The software programs that control these simulations-physics engines-can be complex and difficult to build. Game Physics Engine Development describes step-by-step how to create a robust, usable physics engine, with clear and simple introductions to the underlying mathematics. With its emphasis on building what is needed to meet a game's requirements, this book takes a practical approach that steps through a series of increasingly sophisticated physics engine uses. The result is an accessible text that will allow even novice programmers to create powerful physics engines for their games."--BOOK JACKET.
588 _aMachine converted from AACR2 source record.
650 0 _aPhysics
_xData processing
_9779203
830 0 _aMorgan Kaufmann series in interactive 3D technology.
_9248324
907 _a.b11199763
_b03-08-21
_c27-10-15
942 _cB
945 _a794.81526 MIL
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