02321nam a22004215i 4500
978-1-4302-0021-5
DE-He213
20160302161506.0
cr nn 008mamaa
100301s2005 xxu| s |||| 0|eng d
9781430200215
978-1-4302-0021-5
10.1007/978-1-4302-0021-5
doi
QA76.758
UMZ
bicssc
UL
bicssc
COM051230
bisacsh
005.1
23
Palmer, Grant.
author.
Physics for Game Programmers
[electronic resource] /
by Grant Palmer.
Berkeley, CA :
Apress,
2005.
XXV, 472 p.
online resource.
text
txt
rdacontent
computer
c
rdamedia
online resource
cr
rdacarrier
text file
PDF
rda
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.
Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming even if you dont have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior of cars, planes, projectiles, rockets, and boats. This book is neither code heavy nor language specific, and all chapters include unique, challenging exercises for you to solve. This unique book also includes historical footnotes and interesting trivia. You'll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained.
Computer science.
Software engineering.
Computer Science.
Software Engineering/Programming and Operating Systems.
SpringerLink (Online service)
Springer eBooks
Printed edition:
9781590594728
http://dx.doi.org/10.1007/978-1-4302-0021-5
ZDB-2-CWD
173538
173538
0
0
0
0
BUL
BUL
2016-03-02
0
BUSP001002
2016-03-02
2016-03-02
EB