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|a QA76.9.M35
|b S73 2004
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0 |
4 |
|a 004/.01/51
|2 22
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|a UAMI
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100 |
1 |
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|a Stahler, Wendy.
|
245 |
1 |
0 |
|a Beginning math and physics for game programmers /
|c Wendy Stahler ; [with Dustin Clingman and Kaveh Kahrizi].
|
260 |
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|a Indianapolis :
|b New Riders,
|c ©2004.
|
300 |
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|a 1 online resource (xxviii, 475 pages) :
|b illustrations
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
|
338 |
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|a online resource
|b cr
|2 rdacarrier
|
490 |
1 |
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|a New Riders Games Ser.
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504 |
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|a Includes bibliographical references (pages 441-443) and index.
|
588 |
0 |
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|a Print version record.
|
505 |
0 |
0 |
|g 1.
|t Points and Lines --
|g 2.
|t Geometry Snippets --
|g 3.
|t Trigonometry Snippets --
|g 4.
|t Vector Operations --
|g 5.
|t Matrix Operations --
|g 6.
|t Transformations --
|g 7.
|t Unit Conversions --
|g 8.
|t Motion in One Dimension --
|g 9.
|t Derivative Approach to Motion in One Dimension --
|g 10.
|t Motion in Two and Three Dimensions --
|g 11.
|t Newton's Laws --
|g 12.
|t Energy --
|g 13.
|t Momentum and Collisions --
|g 14.
|t Rotational Motion.
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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 [S.l.] :
|c HathiTrust Digital Library,
|d 2010.
|5 MiAaHDL
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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 2010
|h HathiTrust Digital Library
|l committed to preserve
|2 pda
|5 MiAaHDL
|
520 |
8 |
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|a Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of game development. Each chapter includes exercises to make the learning stick, and Visualization Experience sections are sprinkled throughout that walk you through a demo of the chapter's content. By the end of the volume, you'll have a thorough understanding of all of the math and physics concepts, principles, and formulas you need to control and enhance your user's gaming experience.
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
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0 |
|a Video games
|x Programming.
|
650 |
|
0 |
|a Computer science
|x Mathematics.
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650 |
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0 |
|a Physics
|x Data processing.
|
650 |
|
6 |
|a Jeux vidéo
|x Programmation.
|
650 |
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6 |
|a Informatique
|x Mathématiques.
|
650 |
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6 |
|a Physique
|x Informatique.
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a Computer science
|x Mathematics
|2 fast
|
650 |
|
7 |
|a Physics
|x Data processing
|2 fast
|
700 |
1 |
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|a Clingman, Dustin.
|
700 |
1 |
|
|a Kahrizi, Kaveh.
|
776 |
0 |
8 |
|i Print version:
|a Stahler, Wendy.
|t Beginning math and physics for game programmers.
|d Indianapolis : New Riders, ©2004
|w (DLC) 2003106775
|
830 |
|
0 |
|a New Riders Games Ser.
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/0735713901/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
994 |
|
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|a 92
|b IZTAP
|