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EBOOKCENTRAL_ocn701704685 |
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OCoLC |
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20240329122006.0 |
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m o d |
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110214s2010 vtu o 000 0 eng d |
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020 |
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|a 9780080964072
|q (electronic bk.)
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|a 0080964079
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|a (OCoLC)701704685
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|a QA76.76.C672
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|a GAM
|x 013000
|2 bisacsh
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|a 794.81526
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|a UAMI
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1 |
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|a Eberly, David H.
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|a Game Physics.
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|a 2nd ed.
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260 |
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|a Burlington :
|b Elsevier Science,
|c 2010.
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300 |
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|a 1 online resource (959 pages)
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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520 |
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|a Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body.
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|a Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to the Second Edition; Preface to the First Edition; About the CD-ROM; Chapter 1. Introduction; Chapter 2. Basic Concepts from Physics; Chapter 3. Rigid Body Motion; Chapter 4. Deformable Bodies; Chapter 5. Fluids and Gases; Chapter 6. Physics Engines; Chpater 7. Linear Algebra; Chapter 8. Affine Algebra; Chapter 9. Calculus; Chapter 10. Quaternions; Chapter 11. Differential Equations; Chapter 12. Ordinary Difference Equations; Chapter 13. Numerical Methods.
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588 |
0 |
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|a Print version record.
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590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
|
0 |
|a Video games
|x Programming.
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650 |
|
0 |
|a Physics
|x Computer simulation.
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650 |
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0 |
|a Computer graphics.
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650 |
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0 |
|a Three-dimensional display systems.
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650 |
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2 |
|a Computer Graphics
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650 |
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6 |
|a Jeux vidéo
|x Programmation.
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650 |
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6 |
|a Physique
|x Simulation par ordinateur.
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650 |
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6 |
|a Infographie.
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650 |
|
6 |
|a Affichage tridimensionnel.
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650 |
|
7 |
|a computer graphics.
|2 aat
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650 |
|
7 |
|a three-dimensional.
|2 aat
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650 |
|
7 |
|a GAMES
|x Video & Electronic.
|2 bisacsh
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a Computer graphics
|2 fast
|
650 |
|
7 |
|a Physics
|x Computer simulation
|2 fast
|
650 |
|
7 |
|a Three-dimensional display systems
|2 fast
|
758 |
|
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|i has work:
|a Game Physics (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFRQBFtqTbYfCRjjvX7d73
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Eberly, David H.
|t Game Physics.
|d Burlington : Elsevier Science, ©2010
|z 9780123749031
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=648814
|z Texto completo
|
938 |
|
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|a EBL - Ebook Library
|b EBLB
|n EBL648814
|
938 |
|
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|a EBSCOhost
|b EBSC
|n 407958
|
994 |
|
|
|a 92
|b IZTAP
|