ISBN: 9781032933559 - floating point numerics for games and simulations (19 risultati)

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  • Lingua: Inglese

    Editore: CRC Press, 2025

    1032933550 / 9781032933559

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  • Lingua: Inglese

    Editore: CRC Press, 2025

    1032933550 / 9781032933559

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  • Lingua: Inglese

    Editore: CRC Press, 2025

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  • Lingua: Inglese

    Editore: CRC Press, 2025

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  • Lingua: Inglese

    Editore: CRC Press, 2025

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  • Lingua: Inglese

    Editore: Taylor & Francis Ltd, 2025

    1032933550 / 9781032933559

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  • Lingua: Inglese

    Editore: CRC Press, 2025

    1032933550 / 9781032933559

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    Da: California Books, Miami, FL, U.S.A.California Books

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  • Lingua: Inglese

    Editore: CRC Press, 2025

    1032933550 / 9781032933559

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    Da: Ria Christie Collections, Uxbridge, Regno UnitoRia Christie Collections

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: Taylor and Francis Ltd, GB, 2025

    1032933550 / 9781032933559

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    Da: Rarewaves.com USA, London, LONDO, Regno UnitoRarewaves.com USA

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    Paperback. Condizione: New. Floating point is ubiquitous in computers, where it is the default way to represent non-integer numbers. However, few people understand it. We all see weird behavior sometimes, and many programmers treat it as a mystical and imprecise system of math that just works until it sometimes doesn't. We hear that we shouldn't trust floating point with money, we know that 0.1 + 0.2 does not equal 0.3, and "NaN" shows up in our logs when things break. We rarely hear why any of this is the case, and less about what to do about it.This book pulls back the veil on floating point and shows how this number system we program with every day works. It discusses how to leverage the number system for common calculations, particularly in graphics and simulations, and avoid pitfalls. Further, we will review methods that can give you either better performance or better accuracy on tasks like numerical integration and function approximation, so you can learn to make the right tradeoffs in your programs.This book builds upon a basic knowledge of calculus and linear algebra, working with illustrative examples that demonstrate concepts rather than relying on theoretical proofs. Along the way, we will learn why Minecraft has struggled with boat physics and what the heck John Carmack was thinking with Quake III's infamous fast reciprocal square root algorithm. By the end of the book, you will be able to understand how to work with floating point in a practical sense, from tracking down and preventing error in small calculations to choosing numerical building blocks for complex 3D simulations.Gives insight into how and why floating-point math worksDescribes how floating-point error arises and how to avoid itSurveys numerical methods important to graphics and numerical simulationsIncludes modern techniques to apply to your numerical problemsShows how to hack the floating-point numbers to compute faster and more accurately.…

  • Lingua: Inglese

    Editore: CRC Press, 2025

    1032933550 / 9781032933559

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    Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books

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    Paperback. Condizione: Brand New. 224 pages. 9.18x6.12x9.21 inches. In Stock.

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    Lingua: Inglese

    Editore: CRC Press, 2025

    1032933550 / 9781032933559

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    Taschenbuch. Condizione: Neu. Floating Point Numerics for Games and Simulations | Nima Badizadegan | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2025 | CRC Press | EAN 9781032933559 | Verantwortliche Person für die EU: Taylor & Francis Verlag GmbH, Kaufingerstr. 24, 80331 München, gpsr[at]taylorandfrancis[dot]com | Anbieter: preigu. …

  • Lingua: Inglese

    Editore: Taylor and Francis Ltd, GB, 2025

    1032933550 / 9781032933559

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    Paperback. Condizione: New. Floating point is ubiquitous in computers, where it is the default way to represent non-integer numbers. However, few people understand it. We all see weird behavior sometimes, and many programmers treat it as a mystical and imprecise system of math that just works until it sometimes doesn't. We hear that we shouldn't trust floating point with money, we know that 0.1 + 0.2 does not equal 0.3, and "NaN" shows up in our logs when things break. We rarely hear why any of this is the case, and less about what to do about it.This book pulls back the veil on floating point and shows how this number system we program with every day works. It discusses how to leverage the number system for common calculations, particularly in graphics and simulations, and avoid pitfalls. Further, we will review methods that can give you either better performance or better accuracy on tasks like numerical integration and function approximation, so you can learn to make the right tradeoffs in your programs.This book builds upon a basic knowledge of calculus and linear algebra, working with illustrative examples that demonstrate concepts rather than relying on theoretical proofs. Along the way, we will learn why Minecraft has struggled with boat physics and what the heck John Carmack was thinking with Quake III's infamous fast reciprocal square root algorithm. By the end of the book, you will be able to understand how to work with floating point in a practical sense, from tracking down and preventing error in small calculations to choosing numerical building blocks for complex 3D simulations.Gives insight into how and why floating-point math worksDescribes how floating-point error arises and how to avoid itSurveys numerical methods important to graphics and numerical simulationsIncludes modern techniques to apply to your numerical problemsShows how to hack the floating-point numbers to compute faster and more accurately.…

  • Lingua: Inglese

    Editore: CRC Press, 2025

    1032933550 / 9781032933559

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    Da: BUCHSERVICE / ANTIQUARIAT Lars Lutzer, Wahlstedt, GermaniaBUCHSERVICE / ANTIQUARIAT Lars Lutzer

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    Condizione: gut. 2025. Floating Point Numerics for Games and Simulations In englischer Sprache. pages.

  • Lingua: Inglese

    Editore: CRC Press, 2025

    1032933550 / 9781032933559

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  • Lingua: Inglese

    Editore: CRC Press Mai 2025, 2025

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    Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Floating point is ubiquitous in computers, where it is the default way to represent non-integer numbers. However, few people understand it. We all see weird behavior sometimes, and many programmers treat it as a mystical and imprecise system of math that just works until it sometimes doesn't. We hear that we shouldn't trust floating point with money, we know that 0.1 + 0.2 does not equal 0.3, and 'NaN' shows up in our logs when things break. We rarely hear why any of this is the case, and less about what to do about it.This book pulls back the veil on floating point and shows how this number system we program with every day works. It discusses how to leverage the number system for common calculations, particularly in graphics and simulations, and avoid pitfalls. Further, we will review methods that can give you either better performance or better accuracy on tasks like numerical integration and function approximation, so you can learn to make the right tradeoffs in your programs.This book builds upon a basic knowledge of calculus and linear algebra, working with illustrative examples that demonstrate concepts rather than relying on theoretical proofs. Along the way, we will learn why Minecraft has struggled with boat physics and what the heck John Carmack was thinking with Quake III's infamous fast reciprocal square root algorithm. By the end of the book, you will be able to understand how to work with floating point in a practical sense, from tracking down and preventing error in small calculations to choosing numerical building blocks for complex 3D simulations.Gives insight into how and why floating-point math worksDescribes how floating-point error arises and how to avoid itSurveys numerical methods important to graphics and numerical simulationsIncludes modern techniques to apply to your numerical problemsShows how to hack the floating-point numbers to compute faster and more accurately 230 pp. Englisch.…

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    Editore: Taylor & Francis Ltd, London, 2025

    1032933550 / 9781032933559

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    Paperback. Condizione: new. Paperback. Floating point is ubiquitous in computers, where it is the default way to represent non-integer numbers. However, few people understand it. We all see weird behavior sometimes, and many programmers treat it as a mystical and imprecise system of math that just works until it sometimes doesnt. We hear that we shouldnt trust floating point with money, we know that 0.1 + 0.2 does not equal 0.3, and NaN shows up in our logs when things break. We rarely hear why any of this is the case, and less about what to do about it.This book pulls back the veil on floating point and shows how this number system we program with every day works. It discusses how to leverage the number system for common calculations, particularly in graphics and simulations, and avoid pitfalls. Further, we will review methods that can give you either better performance or better accuracy on tasks like numerical integration and function approximation, so you can learn to make the right tradeoffs in your programs.This book builds upon a basic knowledge of calculus and linear algebra, working with illustrative examples that demonstrate concepts rather than relying on theoretical proofs. Along the way, we will learn why Minecraft has struggled with boat physics and what the heck John Carmack was thinking with Quake IIIs infamous fast reciprocal square root algorithm. By the end of the book, you will be able to understand how to work with floating point in a practical sense, from tracking down and preventing error in small calculations to choosing numerical building blocks for complex 3D simulations.Gives insight into how and why floating-point math worksDescribes how floating-point error arises and how to avoid itSurveys numerical methods important to graphics and numerical simulationsIncludes modern techniques to apply to your numerical problemsShows how to hack the floating-point numbers to compute faster and more accurately Floating point is ubiquitous in computers, where it is the default way to represent non-integer numbers. However, few people understand it. We all see weird behavior sometimes, and many programmers treat it as a mystical and imprecise system of math that just works until it sometimes doesnt. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…

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    Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Nima Badizadegan is an engineer who works at the intersection of computer systems and mathematics. His past experience includes work at Google and on Wall Street, as well as being a consultant and startup founder. Badizadegan has several publicati.…

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    Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Floating point is ubiquitous in computers, where it is the default way to represent non-integer numbers. However, few people understand it. We all see weird behavior sometimes, and many programmers treat it as a mystical and imprecise system of math that just works until it sometimes doesn't. We hear that we shouldn't trust floating point with money, we know that 0.1 + 0.2 does not equal 0.3, and 'NaN' shows up in our logs when things break. We rarely hear why any of this is the case, and less about what to do about it.This book pulls back the veil on floating point and shows how this number system we program with every day works. It discusses how to leverage the number system for common calculations, particularly in graphics and simulations, and avoid pitfalls. Further, we will review methods that can give you either better performance or better accuracy on tasks like numerical integration and function approximation, so you can learn to make the right tradeoffs in your programs.This book builds upon a basic knowledge of calculus and linear algebra, working with illustrative examples that demonstrate concepts rather than relying on theoretical proofs. Along the way, we will learn why Minecraft has struggled with boat physics and what the heck John Carmack was thinking with Quake III's infamous fast reciprocal square root algorithm. By the end of the book, you will be able to understand how to work with floating point in a practical sense, from tracking down and preventing error in small calculations to choosing numerical building blocks for complex 3D simulations.Gives insight into how and why floating-point math worksDescribes how floating-point error arises and how to avoid itSurveys numerical methods important to graphics and numerical simulationsIncludes modern techniques to apply to your numerical problemsShows how to hack the floating-point numbers to compute faster and more accurately.…