ISBN: 9781787123663 - game physics cookbook [lingua inglese] (19 risultati)

Perfeziona la tua ricerca

  • Libri (19)

a

Fascia di prezzo personalizzata (EUR)

a

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura

    Da: ThriftBooks-Atlanta, AUSTELL, GA, U.S.A.ThriftBooks-Atlanta

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Usato - Come nuovo

    EUR 44,32

     Spedizione gratuita 
    Spedito in U.S.A.

    Quantità: 1 disponibile

    Paperback. Condizione: As New. No Jacket. Pages are clean and are not marred by notes or folds of any kind. ~ ThriftBooks: Read More, Spend Less.

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura

    Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 58,18

    EUR 2,37 spedizione 
    Spedito in U.S.A.

    Quantità: Più di 20 disponibili

    Condizione: New.

  • Lingua: Inglese

    Editore: 3/24/2017, 2017

    1787123669 / 9781787123663

    • Brossura

    Da: BargainBookStores, Grand Rapids, MI, U.S.A.BargainBookStores

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 61,09

     Spedizione gratuita 
    Spedito in U.S.A.

    Quantità: 5 disponibili

    Condizione: New. Game Physics Cookbook (Paperback or Softback).

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura

    Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Usato - Come nuovo

    EUR 58,80

    EUR 2,37 spedizione 
    Spedito in U.S.A.

    Quantità: Più di 20 disponibili

    Condizione: As New. Unread book in perfect condition.

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura

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

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 62,77

    EUR 2,69 spedizione 
    Spedito in U.S.A.

    Quantità: Più di 20 disponibili

    Condizione: New.

  • Lingua: Inglese

    Editore: Packt Publishing Limited, GB, 2023

    1787123669 / 9781787123663

    • Brossura

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

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 72,16

     Spedizione gratuita 
    Spedito da Regno Unito a U.S.A.

    Quantità: Più di 20 disponibili

    Digital. Condizione: New. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your gamesAbout This Book. Get a comprehensive coverage of techniques to create high performance collision detection in games. Learn the core mathematics concepts and physics involved in depicting collision detection for your games. Get a hands-on experience of building a rigid body physics engineWho This Book Is ForThis book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D.What You Will Learn. Implement fundamental maths so you can develop solid game physics. Use matrices to encode linear transformations. Know how to check geometric primitives for collisions. Build a Physics engine that can create realistic rigid body behavior. Understand advanced techniques, including the Separating Axis Theorem. Create physically accurate collision reactions. Explore spatial partitioning as an acceleration structure for collisions. Resolve rigid body collisions between primitive shapesIn DetailPhysics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes.You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution.Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!Style and approachGain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.…

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura

    Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Usato - Come nuovo

    EUR 60,83

    EUR 18,00 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: Più di 20 disponibili

    Condizione: As New. Unread book in perfect condition.

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura

    Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 60,90

    EUR 18,00 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: Più di 20 disponibili

    Condizione: New.

  • Lingua: Inglese

    Editore: Packt Publishing Limited, GB, 2023

    1787123669 / 9781787123663

    • Brossura

    Da: Rarewaves.com UK, London, Regno UnitoRarewaves.com UK

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 70,19

    EUR 78,00 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: Più di 20 disponibili

    Digital. Condizione: New. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your gamesAbout This Book. Get a comprehensive coverage of techniques to create high performance collision detection in games. Learn the core mathematics concepts and physics involved in depicting collision detection for your games. Get a hands-on experience of building a rigid body physics engineWho This Book Is ForThis book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D.What You Will Learn. Implement fundamental maths so you can develop solid game physics. Use matrices to encode linear transformations. Know how to check geometric primitives for collisions. Build a Physics engine that can create realistic rigid body behavior. Understand advanced techniques, including the Separating Axis Theorem. Create physically accurate collision reactions. Explore spatial partitioning as an acceleration structure for collisions. Resolve rigid body collisions between primitive shapesIn DetailPhysics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes.You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution.Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!Style and approachGain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.…

  • Lingua: Inglese

    Editore: Packt Publishing, Birmingham, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 60,63

     Spedizione gratuita 
    Spedito in U.S.A.

    Quantità: 1 disponibile

    Paperback. Condizione: new. Paperback. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book * Get a comprehensive coverage of techniques to create high performance collision detection in games * Learn the core mathematics concepts and physics involved in depicting collision detection for your games * Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn * Implement fundamental maths so you can develop solid game physics * Use matrices to encode linear transformations * Know how to check geometric primitives for collisions * Build a Physics engine that can create realistic rigid body behavior * Understand advanced techniques, including the Separating Axis Theorem * Create physically accurate collision reactions * Explore spatial partitioning as an acceleration structure for collisions * Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Lingua: Inglese

    Editore: Packt Publishing 2017-03, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: Chiron Media, Wallingford, Regno UnitoChiron Media

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 58,05

    EUR 7,79 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: 20 disponibili

    PF. Condizione: New. This item is printed on demand. Brand new book, sourced directly from publisher. Dispatch time is 6-7 days from our warehouse. Book will be sent in robust, secure packaging to ensure it reaches you securely.

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 67,59

     Spedizione gratuita 
    Spedito in U.S.A.

    Quantità: Più di 20 disponibili

    PAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: PBShop.store UK, Fairford, GLOS, Regno UnitoPBShop.store UK

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 62,22

    EUR 7,04 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: Più di 20 disponibili

    PAP. Condizione: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

  • Lingua: Inglese

    Editore: Packt Publishing Limited, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: THE SAINT BOOKSTORE, Southport, Regno UnitoTHE SAINT BOOKSTORE

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 70,40

    EUR 22,27 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: Più di 20 disponibili

    Paperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.

  • Lingua: Inglese

    Editore: Packt Publishing, Birmingham, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: CitiRetail, Stevenage, Regno UnitoCitiRetail

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 60,89

    EUR 44,40 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: 1 disponibile

    Paperback. Condizione: new. Paperback. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book * Get a comprehensive coverage of techniques to create high performance collision detection in games * Learn the core mathematics concepts and physics involved in depicting collision detection for your games * Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn * Implement fundamental maths so you can develop solid game physics * Use matrices to encode linear transformations * Know how to check geometric primitives for collisions * Build a Physics engine that can create realistic rigid body behavior * Understand advanced techniques, including the Separating Axis Theorem * Create physically accurate collision reactions * Explore spatial partitioning as an acceleration structure for collisions * Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: moluna, Greven, Germaniamoluna

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 70,90

    EUR 48,99 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: Più di 20 disponibili

    Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. KlappentextThis book covers the three core components of a physics engine in great detail. By the end of the book, you will have implemented particle-based physics, rigid body physics and even soft body physics through cloth simulation. .…

  • Lingua: Inglese

    Editore: Packt Publishing, Birmingham, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 93,85

    EUR 33,16 spedizione 
    Spedito da Australia a U.S.A.

    Quantità: 1 disponibile

    Paperback. Condizione: new. Paperback. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book * Get a comprehensive coverage of techniques to create high performance collision detection in games * Learn the core mathematics concepts and physics involved in depicting collision detection for your games * Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn * Implement fundamental maths so you can develop solid game physics * Use matrices to encode linear transformations * Know how to check geometric primitives for collisions * Build a Physics engine that can create realistic rigid body behavior * Understand advanced techniques, including the Separating Axis Theorem * Create physically accurate collision reactions * Explore spatial partitioning as an acceleration structure for collisions * Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it. This item is printed on demand. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

  • Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 91,74

    EUR 35,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibile

    Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Collision Detection and Rigid body physics for Game DevelopmentKey Features:- Get a comprehensive coverage of techniques to create high performance collision detection in games- Learn the core mathematics concepts and physics involved in depicting collision detection for your games- Get a hands-on experience of building a rigid body physics engineBook Description:Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes.You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution.Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!What You Will Learn:- Implement fundamental maths so you can develop solid game physics- Use matrices to encode linear transformations- Know how to check geometric primitives for collisions- Build a Physics engine that can create realistic rigid body behavior- Understand advanced techniques, including the Separating Axis Theorem- Create physically accurate collision reactions- Explore spatial partitioning as an acceleration structure for collisions- Resolve rigid body collisions between primitive shapesWho this book is for:This book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D.Table of Contents- Vectors- Matrices- Matrix Transformations- 2D Shapes- 2D Collisions- 2D Optimizations- 3D Primitive Shapes- 3D Point Tests- 3D Shape Intersections- 3D Line Intersections- Triangles and Meshes- Models and Scenes- Camera and Frustum- Constraint Solving- Manifolds and Impulses- Springs and Joints- Advanced Topics.…

  • Altre immagini

    Lingua: Inglese

    Editore: Packt Publishing, 2017

    1787123669 / 9781787123663

    • Brossura
    • Print on Demand

    Da: preigu, Osnabrück, Germaniapreigu

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 73,55

    EUR 70,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 5 disponibili

    Taschenbuch. Condizione: Neu. Game Physics Cookbook | Gabor Szauer | Taschenbuch | Kartoniert / Broschiert | Englisch | 2017 | Packt Publishing | EAN 9781787123663 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.…