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|a UAMI
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|a Parberry, Ian.
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|a Introduction to Game Physics with Box2D.
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|a Milton :
|b CRC Press,
|c 2017.
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|a 1 online resource (276 pages)
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
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|a Print version record.
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|6 880-01
|a Cover; Half Title; Title; Copyright; Dedication; Contents; Preface; 1 Read Me First; 1.1 Why Does This Book Exist?; 1.2 Preconditions; 1.3 Postconditions; 1.4 Programming Style; 1.5 Supplementary Material; I Introduction to Game Physics; 2 Mathematics for Game Physics; 2.1 Geometry and Linear Algebra; 2.2 Reflections on Reflection; 2.3 Digital Calculus; 2.4 Relaxation; 2.5 Exercises; 3 A Rigid Body Physics Game; 3.1 The Eight-Ball Pool End Game; 3.2 Code Run-Through; 3.3 Render World; 3.4 Object World; 3.5 Objects; 3.6 Exercises; 4 A Soft Body Physics Toy; 4.1 Particles; 4.2 Springs.
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|a 4.3 Soft Bodies4.4 Ragdoll Physics; 4.5 Exercises; II Game Physics with Box2D; 5 Getting Started; 5.1 Download and Set Up Box2D; 5.2 Overview of Box2D; 5.3 Units; 5.4 Our First Box2D App; 5.5 Exercises; 6 A Tale of Three Modules; 6.1 The Common Module; 6.2 The Math Library; 6.3 The Collision Module; 6.4 Shapes; 6.5 The Dynamics Module; 6.6 Joints; 6.7 Exercises; 7 The Cannon Game; 7.1 The Platformand the Tower; 7.2 The Heads-Up Display; 7.3 The Object World; 7.4 The Cannon Object; 7.5 The Frame Loop and the Keyboard Handler; 7.6 Son et Lumière; 7.7 Exercises; 8 The Collision Module.
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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
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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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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
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|a Computer games.
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|a Computer animation.
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|a Games.
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|a Animation par ordinateur.
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|a computer animation.
|2 aat
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|a mathematical foundation of game physics.
|2 bisacsh
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|a programming game physics from scratch.
|2 bisacsh
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|a programming the physics for 2D video games.
|2 bisacsh
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|a theory and applications of 2D game physics.
|2 bisacsh
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|a using Box2D.
|2 bisacsh
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|a 2D game physics engine.
|2 bisacsh
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|a 2D game physics programming.
|2 bisacsh
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|a Computer animation
|2 fast
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|a Computer games
|2 fast
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|a Games
|2 fast
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0 |
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|i Print version:
|a Parberry, Ian.
|t Introduction to Game Physics with Box2D.
|d Milton : CRC Press, ©2017
|z 9781138428065
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856 |
4 |
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|u https://learning.oreilly.com/library/view/~/9781466565777/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
880 |
8 |
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|6 505-01/(S
|a 8.1 Contacts and Manifolds8.2 Contact Listeners; 8.3 AABBs; 8.4 Dynamic Trees; 8.5 Exercises; III Appendices; A For Math Geeks Only; B The Blacke Arte of Program Debugging; B.1 The Debug printf; B.2 Zen and the Art of Debugging; C There Are, in Fact, Dumb Questions; C.1 Lies of π; C.2 Quis Custodiet Ipsos Auditores; D Bullet Physics; D.1 Getting Started; D.2 The Dynamics World; D.3 Adding Objects; D.4 Rigid Body Dynamics; D.5 Motion States; D.6 Render Frames and Physics Frames; Bibliography; Index.
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