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Beginning math and physics for game programmers /

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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Stahler, Wendy
Otros Autores: Clingman, Dustin, Kahrizi, Kaveh
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Indianapolis : New Riders, ©2004.
Colección:New Riders Games Ser.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

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245 1 0 |a Beginning math and physics for game programmers /  |c Wendy Stahler ; [with Dustin Clingman and Kaveh Kahrizi]. 
260 |a Indianapolis :  |b New Riders,  |c ©2004. 
300 |a 1 online resource (xxviii, 475 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
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504 |a Includes bibliographical references (pages 441-443) and index. 
588 0 |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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520 8 |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 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Video games  |x Programming. 
650 0 |a Computer science  |x Mathematics. 
650 0 |a Physics  |x Data processing. 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Informatique  |x Mathématiques. 
650 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 |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. 
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