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00000nam a22000005i 4500 |
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978-1-4302-0021-5 |
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100301s2005 xxu| s |||| 0|eng d |
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|a 9781430200215
|9 978-1-4302-0021-5
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|a 10.1007/978-1-4302-0021-5
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|a 794.815
|2 23
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|a Palmer, Grant.
|e author.
|4 aut
|4 http://id.loc.gov/vocabulary/relators/aut
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|a Physics for Game Programmers
|h [electronic resource] /
|c by Grant Palmer.
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|a 1st ed. 2005.
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|a Berkeley, CA :
|b Apress :
|b Imprint: Apress,
|c 2005.
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|a XXV, 472 p.
|b online resource.
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|a text
|b txt
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|a computer
|b c
|2 rdamedia
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|a online resource
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|a text file
|b PDF
|2 rda
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|a 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.
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|a 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.
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650 |
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|a Computer games-Programming.
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|a Software engineering.
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|a Game Development.
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|a Software Engineering.
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|a SpringerLink (Online service)
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|t Springer Nature eBook
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|i Printed edition:
|z 9781430212348
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776 |
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|i Printed edition:
|z 9781590594728
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|u https://doi.uam.elogim.com/10.1007/978-1-4302-0021-5
|z Texto Completo
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|a ZDB-2-CWD
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|a ZDB-2-SXPC
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|a Professional and Applied Computing (SpringerNature-12059)
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|a Professional and Applied Computing (R0) (SpringerNature-43716)
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