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EBSCO_ocn871005808 |
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OCoLC |
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20231017213018.0 |
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m o d |
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cr cnu---unuuu |
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140225s2013 enka o 001 0 eng d |
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|a GBB742673
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|a 018014343
|2 Uk
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|a 9781461949619
|q (electronic bk.)
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|a 1461949610
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|a 9781849698153
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|a 1849698155
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|z 9781849698146
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|a (OCoLC)871005808
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|a 9781849698153
|b Packt Publishing Pvt. Ltd
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|a QC52
|b .K85 2013eb
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|a SCI
|x 024000
|2 bisacsh
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|a SCI
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|a 530.01/13
|2 23
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|a UAMI
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|a Kumar, Krishna,
|e author.
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1 |
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|a Learning physics modeling with PhysX :
|b master the PhysX 3 physics engine and learn how to program your very own physics simulation /
|c Krishna Kumar.
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264 |
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1 |
|a Birmingham :
|b Packt,
|c 2013.
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300 |
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|a 1 online resource :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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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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490 |
1 |
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|a Community experience distilled
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500 |
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|a Includes index.
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520 |
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|a Written as a practical, step-by-step tutorial, this book is full of engaging examples to help you learn in a practical context. This book is for game developers or anyone who wants to learn how to fully utilize the PhysX Physics Engine quickly and efficiently. You don?t have to be a die-hard programmer to get started with this book. Basic knowledge of C++, 3D mathematics, and OpenGL is all you need.
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|a Print version record.
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting with PhysX 3 SDK; Brief history; PhysX features; New in PhysX 3; Downloading PhysX SDK and tools; The PhysX SDK license; System requirements for PhysX; Configuring with VC++ Express 2010; Summary; Chapter 2: Basic Concepts; Scene and Actors; Materials; Shapes; Creating the first PhysX 3 program; Initializing PhysX; Creating scene; Creating actors; Simulating PhysX; Shutting down PhysX; Summary; Chapter 3: Rigid Body Dynamics; Exploring a rigid body; Mass; Density.
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|a GravityVelocity; Force and Torque; Damping; Kinematic actors; Sleeping state; Solver accuracy; Summary; Chapter 4: Collision Detection; Collision shapes; Geometry; Sphere; Box; Capsule; Plane; Trigger shapes; Simulation event; Trigger event; Contact event; Filter shader; Broad-Phase collision detection; Sweep-and-prune (SAP); Multi box pruning (MBP); Narrow-Phase collision detection; Continuous collision detection; Summary; Chapter 5: Joints; Joints in PhysX; Fixed joints; Revolute joints; Spherical joints; Distance joints; Prismatic joints; D6 joints; Summary; Chapter 6: Scene Queries.
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505 |
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|a Raycast queriesSweep queries; Overlap queries; Summary; Chapter 7: Character Controller; Character controller basics; The need of a character controller; Creating a character controller; Moving a character controller; Useful methods and properties; Position update; Shapes of a character controller; Size update; Auto-stepping; Slope limit; Summary; Chapter 8: Particles; Exploring particles; Creating a particle system; Particles without intercollision; Particles with intercollision; Particle system properties; Creating particles; Updating particles; Releasing particles; Particle drains.
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|a Collision filteringSummary; Chapter 9: Cloth; Exploring a cloth; Creating a cloth fabric; Creating a cloth; Tweaking the cloth properties; Cloth collision; Cloth particle motion constraint; Cloth particle separation constraint; Cloth self-collision; Cloth intercollision; Cloth GPU acceleration; Summary; Chapter 10: PhysX Visual Debugger (PVD); PhysX Visual Debugger (PVD) basics; Connecting PVD using a network; Saving PVD data as a file; Connection flags; Summary; Index.
|
590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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0 |
|a Physics
|x Computer simulation.
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650 |
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0 |
|a Application software
|x Development.
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650 |
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|a Physics
|x Computer-assisted instruction.
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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 Logiciels d'application
|x Développement.
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650 |
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6 |
|a Physique
|x Enseignement assisté par ordinateur.
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650 |
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7 |
|a SCIENCE
|x Energy.
|2 bisacsh
|
650 |
|
7 |
|a SCIENCE
|x Mechanics
|x General.
|2 bisacsh
|
650 |
|
7 |
|a SCIENCE
|x Physics
|x General.
|2 bisacsh
|
650 |
|
7 |
|a Application software
|x Development.
|2 fast
|0 (OCoLC)fst00811707
|
650 |
|
7 |
|a Physics
|x Computer-assisted instruction.
|2 fast
|0 (OCoLC)fst01063038
|
650 |
|
7 |
|a Physics
|x Computer simulation.
|2 fast
|0 (OCoLC)fst01063037
|
776 |
0 |
8 |
|i Print version:
|a Kumar, Krishna.
|t Learning physics modeling with PhysX
|z 9781849698146
|w (OCoLC)870015346
|
830 |
|
0 |
|a Community experience distilled.
|
856 |
4 |
0 |
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