Da: WorldofBooks, Goring-By-Sea, WS, Regno Unito
EUR 29,56
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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: medimops, Berlin, Germania
EUR 45,18
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Aggiungi al carrelloCondizione: very good. Gut/Very good: Buch bzw. Schutzumschlag mit wenigen Gebrauchsspuren an Einband, Schutzumschlag oder Seiten. / Describes a book or dust jacket that does show some signs of wear on either the binding, dust jacket or pages.
Da: medimops, Berlin, Germania
EUR 45,18
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Aggiungi al carrelloCondizione: good. Befriedigend/Good: Durchschnittlich erhaltenes Buch bzw. Schutzumschlag mit Gebrauchsspuren, aber vollständigen Seiten. / Describes the average WORN book or dust jacket that has all the pages present.
EUR 54,84
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Aggiungi al carrelloCondizione: very good. Gently used. May include previous owner's signature or bookplate on the front endpaper, sticker on back and/or remainder mark on text block.
EUR 76,12
Convertire valutaQuantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. In.
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 72,53
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Aggiungi al carrelloPaperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days. 946.
EUR 84,96
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Aggiungi al carrelloCondizione: New. 2010. 2nd Edition. Paperback. Physics is really important to game programmers who need to know how to add physical realism to their games. In video games, the physics engine uses real-time physics to improve realism. This book aims to take readers through the process of building a complete game-ready physics engine from scratch. Num Pages: 552 pages, 100 black & white illustrations, 10 black & white halftones. BIC Classification: UMK. Category: (P) Professional & Vocational. Dimension: 234 x 192 x 21. Weight in Grams: 1142. . . . . .
EUR 81,32
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Aggiungi al carrelloCondizione: New.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 72,52
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Aggiungi al carrelloCondizione: New.
EUR 78,71
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Aggiungi al carrelloKartoniert / Broschiert. Condizione: New. Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, wo.
Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 73,31
Convertire valutaQuantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 73,50
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 73,77
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Aggiungi al carrelloCondizione: New.
Da: Chiron Media, Wallingford, Regno Unito
EUR 78,93
Convertire valutaQuantità: 10 disponibili
Aggiungi al carrelloPaperback. Condizione: New.
EUR 96,26
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Aggiungi al carrelloCondizione: New. pp. xxix + 522 2nd Edition.
EUR 103,56
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Aggiungi al carrelloCondizione: New. 2010. 2nd Edition. Paperback. Physics is really important to game programmers who need to know how to add physical realism to their games. In video games, the physics engine uses real-time physics to improve realism. This book aims to take readers through the process of building a complete game-ready physics engine from scratch. Num Pages: 552 pages, 100 black & white illustrations, 10 black & white halftones. BIC Classification: UMK. Category: (P) Professional & Vocational. Dimension: 234 x 192 x 21. Weight in Grams: 1142. . . . . . Books ship from the US and Ireland.
EUR 97,63
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Aggiungi al carrelloCondizione: New. pp. xxix + 522.
Da: Revaluation Books, Exeter, Regno Unito
EUR 114,23
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Aggiungi al carrelloPaperback. Condizione: Brand New. 2nd edition. 522 pages. 9.00x7.25x1.00 inches. In Stock.
EUR 72,58
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Aggiungi al carrelloCondizione: New.
Editore: Taylor & Francis Inc, Burlington, 2010
ISBN 10: 0123819768 ISBN 13: 9780123819765
Lingua: Inglese
Da: Grand Eagle Retail, Fairfield, OH, U.S.A.
EUR 89,42
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: new. Paperback. Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. Veteran game programmer/consultant/author Ian Millington brings us a newly revamped and updated edition to a KEY game text that covers the full process of building a physics engine from start to finish--including NEW coverage on casual games and collision detection. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Editore: Taylor & Francis Inc, Burlington, 2010
ISBN 10: 0123819768 ISBN 13: 9780123819765
Lingua: Inglese
Da: AussieBookSeller, Truganina, VIC, Australia
EUR 134,98
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: new. Paperback. Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. Veteran game programmer/consultant/author Ian Millington brings us a newly revamped and updated edition to a KEY game text that covers the full process of building a physics engine from start to finish--including NEW coverage on casual games and collision detection. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Editore: ELSEVIER SCIENCE & TECHNOLOGY, 2010
ISBN 10: 0123819768 ISBN 13: 9780123819765
Lingua: Inglese
Da: OM Books, Sevilla, SE, Spagna
EUR 149,00
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloCondizione: Usado - bueno.
Editore: Elsevier, 2007
Da: BoundlessBookstore, Wallingford, Regno Unito
EUR 26,46
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloHardcover. Condizione: Good. Good condition book without dust jacket. Boards are clean with light wear. Book has clean and bright contents.
Da: Basi6 International, Irving, TX, U.S.A.
EUR 56,02
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Aggiungi al carrelloCondizione: Brand New. New. SoftCover International edition. Different ISBN and Cover image but contents are same as US edition. Excellent Customer Service.
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 70,70
Convertire valutaQuantità: 2 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physicswhen creating asimulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your gamethat simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readersthroughthe process ofbuilding a complete game-ready physics engine from scratch.The Cyclone game engine featured in the book was written specifically for this book and has beenutilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/orrevised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. 554 pp. Englisch.
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 74,34
Convertire valutaQuantità: 5 disponibili
Aggiungi al carrelloPaperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Da: Majestic Books, Hounslow, Regno Unito
EUR 78,68
Convertire valutaQuantità: 3 disponibili
Aggiungi al carrelloCondizione: New. pp. xxix + 522 Illus. This item is printed on demand.
Da: PBShop.store UK, Fairford, GLOS, Regno Unito
EUR 82,69
Convertire valutaQuantità: 15 disponibili
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: PBShop.store US, Wood Dale, IL, U.S.A.
EUR 90,35
Convertire valutaQuantità: 15 disponibili
Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Da: Revaluation Books, Exeter, Regno Unito
EUR 81,65
Convertire valutaQuantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: Brand New. 2nd edition. 522 pages. 9.00x7.25x1.00 inches. In Stock. This item is printed on demand.