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  • Szauer, Gabor

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: WorldofBooks, Goring-By-Sea, WS, Regno Unito

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    EUR 10,41 per la spedizione da Regno Unito a Italia

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    Paperback. 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.

  • Szauer, Gabor

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

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

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  • Szauer, Gabor

    Editore: 3/24/2017, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

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

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    Condizione: New. Game Physics Cookbook (Paperback or Softback) 1.8.

  • Szauer, Gabor

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: Ria Christie Collections, Uxbridge, Regno Unito

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  • Szauer, Gabor

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

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

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  • Szauer, Gabor

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: Best Price, Torrance, CA, U.S.A.

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  • Szauer, Gabor

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

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

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    Condizione: As New. Unread book in perfect condition.

  • Gabor Szauer

    Editore: Packt Publishing Limited, GB, 2023

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: Rarewaves USA, OSWEGO, IL, U.S.A.

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    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.

  • Szauer, Gabor

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: GreatBookPricesUK, Woodford Green, Regno Unito

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    EUR 17,34 per la spedizione da Regno Unito a Italia

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  • Gabor Szauer

    Editore: Packt Publishing Limited, GB, 2023

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: Rarewaves USA United, OSWEGO, IL, U.S.A.

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    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.

  • Gabor Szauer

    Editore: Packt Publishing 2017-03-24, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: Chiron Media, Wallingford, Regno Unito

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    EUR 23,11 per la spedizione da Regno Unito a Italia

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    Quantità: 10 disponibili

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    Paperback. Condizione: New.

  • Szauer, Gabor

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: GreatBookPricesUK, Woodford Green, Regno Unito

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    EUR 17,34 per la spedizione da Regno Unito a Italia

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    Condizione: As New. Unread book in perfect condition.

  • Gabor Szauer

    Editore: Packt Publishing Limited, GB, 2023

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: Rarewaves.com UK, London, Regno Unito

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    EUR 2,31 per la spedizione da Regno Unito a Italia

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    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.

  • Gabor Szauer

    Editore: Packt Publishing Limited, GB, 2023

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

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

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    EUR 2,31 per la spedizione da Regno Unito a Italia

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    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.

  • Gabor Szauer

    Editore: Packt Publishing, Birmingham, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: CitiRetail, Stevenage, Regno Unito

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    EUR 34,69 per la spedizione da Regno Unito a Italia

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    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. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.

  • Gabor Szauer

    Editore: Packt Publishing, Birmingham, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: AussieBookSeller, Truganina, VIC, Australia

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    EUR 31,45 per la spedizione da Australia a Italia

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    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. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Gabor Szauer

    Editore: Packt Publishing, Birmingham, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: Grand Eagle Retail, Mason, OH, U.S.A.

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    EUR 63,76 per la spedizione da U.S.A. a Italia

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    Quantità: 1 disponibili

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    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. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Gabor Szauer

    Editore: Packt Publishing Limited, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

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

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    EUR 0,54 per la spedizione da U.S.A. a Italia

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

  • Gabor Szauer

    Editore: Packt Publishing Limited, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

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

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    EUR 6,38 per la spedizione da Regno Unito a Italia

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    Quantità: 15 disponibili

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    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.

  • Gabor Szauer

    Editore: Packt Publishing Limited, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: THE SAINT BOOKSTORE, Southport, Regno Unito

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    EUR 12,42 per la spedizione da Regno Unito a Italia

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    Paperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 781.

  • Szauer, Gabor

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: moluna, Greven, Germania

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    Kartoniert / 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. .

  • Gabor Szauer

    Editore: Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Lingua: Inglese

    Da: AHA-BUCH GmbH, Einbeck, Germania

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    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.