EUR 34,42
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Aggiungi al carrelloPaperback. Condizione: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
Da: California Books, Miami, FL, U.S.A.
EUR 53,41
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EUR 52,31
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Aggiungi al carrelloCondizione: New. Game Physics Cookbook (Paperback or Softback) 1.8.
Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 54,94
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Aggiungi al carrelloCondizione: New. In.
EUR 48,40
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Da: Best Price, Torrance, CA, U.S.A.
EUR 42,85
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Aggiungi al carrelloCondizione: New. SUPER FAST SHIPPING.
EUR 54,15
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Editore: Packt Publishing Limited, GB, 2023
ISBN 10: 1787123669 ISBN 13: 9781787123663
Lingua: Inglese
Da: Rarewaves USA, OSWEGO, IL, U.S.A.
EUR 68,64
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Aggiungi al carrelloDigital. 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.
EUR 54,92
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Aggiungi al carrelloCondizione: New.
Editore: Packt Publishing Limited, GB, 2023
ISBN 10: 1787123669 ISBN 13: 9781787123663
Lingua: Inglese
Da: Rarewaves USA United, OSWEGO, IL, U.S.A.
EUR 70,49
Convertire valutaQuantità: Più di 20 disponibili
Aggiungi al carrelloDigital. 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.
Editore: Packt Publishing 2017-03-24, 2017
ISBN 10: 1787123669 ISBN 13: 9781787123663
Lingua: Inglese
Da: Chiron Media, Wallingford, Regno Unito
EUR 53,46
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Aggiungi al carrelloPaperback. Condizione: New.
EUR 62,34
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Editore: Packt Publishing Limited, GB, 2023
ISBN 10: 1787123669 ISBN 13: 9781787123663
Lingua: Inglese
Da: Rarewaves.com UK, London, Regno Unito
EUR 78,34
Convertire valutaQuantità: Più di 20 disponibili
Aggiungi al carrelloDigital. 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.
Editore: Packt Publishing Limited, GB, 2023
ISBN 10: 1787123669 ISBN 13: 9781787123663
Lingua: Inglese
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 84,69
Convertire valutaQuantità: Più di 20 disponibili
Aggiungi al carrelloDigital. 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.
Editore: Packt Publishing, Birmingham, 2017
ISBN 10: 1787123669 ISBN 13: 9781787123663
Lingua: Inglese
Da: CitiRetail, Stevenage, Regno Unito
EUR 61,32
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloPaperback. 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. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Editore: Packt Publishing, Birmingham, 2017
ISBN 10: 1787123669 ISBN 13: 9781787123663
Lingua: Inglese
Da: AussieBookSeller, Truganina, VIC, Australia
EUR 79,92
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloPaperback. 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. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Editore: Packt Publishing, Birmingham, 2017
ISBN 10: 1787123669 ISBN 13: 9781787123663
Lingua: Inglese
Da: Grand Eagle Retail, Mason, OH, U.S.A.
EUR 58,35
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloPaperback. 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. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Da: PBShop.store US, Wood Dale, IL, U.S.A.
EUR 61,65
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Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Da: PBShop.store UK, Fairford, GLOS, Regno Unito
EUR 57,10
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Aggiungi al carrelloPAP. 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.
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 64,68
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Aggiungi al carrelloPaperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 781.
Da: moluna, Greven, Germania
EUR 67,27
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Aggiungi al carrelloKartoniert / Broschiert. 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. .
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 76,91
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Aggiungi al carrelloTaschenbuch. 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.