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Physics for Game Programmers~tqw~ darksiderg

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Name:Physics for Game Programmers~tqw~ darksiderg

Infohash: E906F8A1BF85733298C4ADCC5DE4965B8A8E1E9D

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Physics for Game Programmers
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General Information
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Type.................: Ebook
Part Size............: 6,804,474 bytes




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Post Information
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Posted by............: ~tqw~

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Release Notes
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Great graphics aren’t enough: Highly realistic games follow the rules the world
actually operates on. Those rules are called physics. But you don’t need to be
Einstein to create realistic collisions and weapon fire. You just need this
book.

In Part I, Grant Palmer covers all the physics you’ll need: basic Newtonian
mechanics, kinematics, projectiles, gravity, aerodynamic drag, wind and spin
effects, and so forth. (Relax: if you remember your high school algebra and
trig, you should be fine.)

Next, you’ll put the physics to work: in sports simulations, cars, motorcycles,
boats, airplanes, rockets, missiles, ballistic impacts, explosions, lasers, and
more. There’s even a concise introduction to probability in game programming.

Table Of Contents

About the Author xvii
About the Technical Reviewers xix
Acknowledgments xxi
Introduction xxiii
CHAPTER 1 Adding Realism to Your Games 1
CHAPTER 2 Some Basic Concepts 5
CHAPTER 3 Basic Newtonian Mechanics 21
CHAPTER 4 Basic Kinematics 49
CHAPTER 5 Projectiles 83
CHAPTER 6 Collisions 139
CHAPTER 7 Sports Simulations 167
CHAPTER 8 Cars and Motorcycles 211
CHAPTER 9 Boats and Things That Float 245
CHAPTER 10 Airplanes 275
CHAPTER 11 Rockets and Missiles 319
CHAPTER 12 The Physics of Solids 351
CHAPTER 13 Explosions 371
CHAPTER 14 Lasers 385
CHAPTER 15 Probabilistic and Monte Carlo Simulations 403
INDEX 423

Product Details

* ISBN: 159059472X
* ISBN-13: 9781590594728
* Format: Paperback, 476pp
* Publisher: Apress L. P.
* Pub. Date: April 2005

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