000 | 03411cam a2200481 i 4500 | ||
---|---|---|---|
005 | 20221101192931.0 | ||
006 | m u | ||
007 | ta | ||
007 | co ug ---a|||| | ||
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 _g1 _iA429393B _j0 _lcmain _o- _p$57.03 _q- _r- _s- _t0 _u8 _v14 _w0 _x2 _y.i12544851 _z29-10-15 |
||
998 |
_ab _ac _b23-03-18 _cm _da _feng _gne _h0 |
||
999 |
_c1173719 _d1173719 |