Game physics engine development:
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Amsterdam
Morgan Kaufmann Publishers
©2007
|
Schriftenreihe: | Morgan Kaufmann series in interactive 3D technology
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Schlagworte: | |
Online-Zugang: | FAW01 Volltext |
Beschreibung: | Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics. * Uses only high school algebra * Shows how to build a complete system based on professional principles * CD-ROM with C++ source code for a full commercial-quality physics engine Includes bibliographical references (page 445) and index |
Beschreibung: | xxi, 456 pages |
ISBN: | 008049272X 9780080492728 9780123694713 012369471X |
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500 | |a Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics. * Uses only high school algebra * Shows how to build a complete system based on professional principles * CD-ROM with C++ source code for a full commercial-quality physics engine | ||
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Millington, Ian |
author_facet | Millington, Ian |
author_role | aut |
author_sort | Millington, Ian |
author_variant | i m im |
building | Verbundindex |
bvnumber | BV044379335 |
collection | ZDB-33-ESD ZDB-33-EBS |
ctrlnum | (ZDB-33-ESD)ocn499051627 (OCoLC)499051627 (DE-599)BVBBV044379335 |
dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | DE-604.BV044379335 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T07:51:18Z |
institution | BVB |
isbn | 008049272X 9780080492728 9780123694713 012369471X |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029781557 |
oclc_num | 499051627 |
open_access_boolean | |
owner | DE-1046 |
owner_facet | DE-1046 |
physical | xxi, 456 pages |
psigel | ZDB-33-ESD ZDB-33-EBS ZDB-33-ESD FAW_PDA_ESD |
publishDate | 2007 |
publishDateSearch | 2007 |
publishDateSort | 2007 |
publisher | Morgan Kaufmann Publishers |
record_format | marc |
series2 | Morgan Kaufmann series in interactive 3D technology |
spelling | Millington, Ian Verfasser aut Game physics engine development Ian Millington Amsterdam Morgan Kaufmann Publishers ©2007 xxi, 456 pages txt rdacontent c rdamedia cr rdacarrier Morgan Kaufmann series in interactive 3D technology Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics. * Uses only high school algebra * Shows how to build a complete system based on professional principles * CD-ROM with C++ source code for a full commercial-quality physics engine Includes bibliographical references (page 445) and index Computer games / Programming fast Physics / Data processing fast Física computacional larpcal Algoritmos gráficos larpcal Datenverarbeitung Computer games Programming Physics Data processing Computerphysik (DE-588)4273564-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Maschine (DE-588)4037786-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Gesetz Physik (DE-588)4139909-2 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Maschine (DE-588)4037786-6 s Programmierung (DE-588)4076370-5 s Gesetz Physik (DE-588)4139909-2 s 1\p DE-604 Computerphysik (DE-588)4273564-6 s 2\p DE-604 http://www.sciencedirect.com/science/book/9780123694713 Verlag URL des Erstveröffentlichers Volltext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Millington, Ian Game physics engine development Computer games / Programming fast Physics / Data processing fast Física computacional larpcal Algoritmos gráficos larpcal Datenverarbeitung Computer games Programming Physics Data processing Computerphysik (DE-588)4273564-6 gnd Computerspiel (DE-588)4010457-6 gnd Maschine (DE-588)4037786-6 gnd Programmierung (DE-588)4076370-5 gnd Gesetz Physik (DE-588)4139909-2 gnd |
subject_GND | (DE-588)4273564-6 (DE-588)4010457-6 (DE-588)4037786-6 (DE-588)4076370-5 (DE-588)4139909-2 |
title | Game physics engine development |
title_auth | Game physics engine development |
title_exact_search | Game physics engine development |
title_full | Game physics engine development Ian Millington |
title_fullStr | Game physics engine development Ian Millington |
title_full_unstemmed | Game physics engine development Ian Millington |
title_short | Game physics engine development |
title_sort | game physics engine development |
topic | Computer games / Programming fast Physics / Data processing fast Física computacional larpcal Algoritmos gráficos larpcal Datenverarbeitung Computer games Programming Physics Data processing Computerphysik (DE-588)4273564-6 gnd Computerspiel (DE-588)4010457-6 gnd Maschine (DE-588)4037786-6 gnd Programmierung (DE-588)4076370-5 gnd Gesetz Physik (DE-588)4139909-2 gnd |
topic_facet | Computer games / Programming Physics / Data processing Física computacional Algoritmos gráficos Datenverarbeitung Computer games Programming Physics Data processing Computerphysik Computerspiel Maschine Programmierung Gesetz Physik |
url | http://www.sciencedirect.com/science/book/9780123694713 |
work_keys_str_mv | AT millingtonian gamephysicsenginedevelopment |