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Physics for Game Developers

David M Bourg




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 | #201712 in Books |  O'Reilly Media |  2001-11-15 | Original language:English | PDF # 1 |  9.19 x.80 x7.00l,1.20 | File type: PDF | 336 pages

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||0 of 0 people found the following review helpful.| Rocks for jocks this ain't.|By Robert Beveridge|David M. Bourg, Physics for Game Developers (O'Reilly, 2002)

It seems to me that when you're confronted with a book title like Physics for Game Developers, you see an undercurrent of "rocks for jocks" in that. It implies that this is physics for folks who never glommed onto physics. As someone who never got above a C i|.com |Aimed at the game developer or student/hobbyist interested in physics, Physics for Game Developers reviews all the math for creating realistic motion and collisions for cars, airplanes, boats, projectiles, and other objects along with C/C++ code fo

Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism.Part one is ...

You can specify the type of files you want, for your device.Physics for Game Developers   |  David M Bourg. Which are the reasons I like to read books. Great story by a great author.

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