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|a 794.8/1526
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|a UAMI
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0 |
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|a Game physics pearls /
|c edited by Gino van den Bergen and Dirk Gregorius.
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260 |
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|a Natick, Mass. :
|b A.K. Peters,
|c ©2010.
|
300 |
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|a 1 online resource (xv, 344 pages, 8 unnumbered pages of plates) :
|b illustrations (some color)
|
336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
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|a online resource
|b cr
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|a data file
|2 rda
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|a Includes bibliographical references and index.
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|a Mathematical background -- Understanding game physics artifacts -- Broad phase and constraint optimization for PlayStation®3 -- SAT in narrow phase and contact-manifold generation -- Smooth mesh contracts with GJK -- Optimized SPH -- Parallelizing particle-based simulation on multiple processors -- Ropes as constraints -- Quaternion-based constraints -- Soft bodies using finite elements -- Particle-based simulation using verlet integration -- Keep yer shirt on -- Layered skin simulation -- Dynamic secondary skin deformations.
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506 |
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|3 Use copy
|f Restrictions unspecified
|2 star
|5 MiAaHDL
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533 |
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|a Electronic reproduction.
|b [Place of publication not identified] :
|c HathiTrust Digital Library,
|d 2011.
|5 MiAaHDL
|
538 |
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|a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
|u http://purl.oclc.org/DLF/benchrepro0212
|5 MiAaHDL
|
583 |
1 |
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|a digitized
|c 2011
|h HathiTrust Digital Library
|l committed to preserve
|2 pda
|5 MiAaHDL
|
588 |
0 |
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|a Print version record.
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520 |
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|a Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical applications. The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems i.
|
506 |
1 |
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|a Legal Deposit;
|c Only available on premises controlled by the deposit library and to one user at any one time;
|e The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
|5 WlAbNL
|
540 |
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|a Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
|5 WlAbNL
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546 |
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|a English.
|
590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
650 |
|
0 |
|a Video games
|x Programming.
|
650 |
|
0 |
|a Physics
|x Programming.
|
650 |
|
6 |
|a Jeux vidéo
|x Programmation.
|
650 |
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6 |
|a Physique
|x Programmation.
|
650 |
|
7 |
|a GAMES
|x Board.
|2 bisacsh
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
700 |
1 |
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|a Bergen, Gino van den,
|e editor.
|
700 |
1 |
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|a Gregorius, Dirk,
|e editor.
|
758 |
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|i has work:
|a Game physics pearls (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGYh4qBpxfGfMm7wVxFbtX
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|t Game physics pearls.
|d Natick, Mass. : A.K. Peters, ©2010
|w (DLC) 2010021721
|w (OCoLC)635455653
|
856 |
4 |
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