000 02321nam a22004215i 4500
001 978-1-4302-0021-5
003 DE-He213
005 20160302161506.0
007 cr nn 008mamaa
008 100301s2005 xxu| s |||| 0|eng d
020 _a9781430200215
_9978-1-4302-0021-5
024 7 _a10.1007/978-1-4302-0021-5
_2doi
050 4 _aQA76.758
072 7 _aUMZ
_2bicssc
072 7 _aUL
_2bicssc
072 7 _aCOM051230
_2bisacsh
082 0 4 _a005.1
_223
100 1 _aPalmer, Grant.
_eauthor.
245 1 0 _aPhysics for Game Programmers
_h[electronic resource] /
_cby Grant Palmer.
264 1 _aBerkeley, CA :
_bApress,
_c2005.
300 _aXXV, 472 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aAdding 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.
520 _aPhysics 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.
650 0 _aComputer science.
650 0 _aSoftware engineering.
650 1 4 _aComputer Science.
650 2 4 _aSoftware Engineering/Programming and Operating Systems.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781590594728
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4302-0021-5
912 _aZDB-2-CWD
999 _c173538
_d173538