"Millington, Ian" . . "Algoritmos gráficos." . . "Algoritmos gráficos" . "Physics Data processing." . . "Physics / Data processing." . "Jeux d'ordinateur Programmation." . . "Jeux vidéo Programmation." . . . . "Physique Informatique." . . "games." . . "Toegepaste fysische ingenieurstechnieken." . . "programmeren (informatica)" . . "Simulation par ordinateur." . . "Computerspiel." . . "Computer games." . . "Gry komputerowe programowanie." . . "Maschine." . . "3D computertoepassingen." . . . . . . . . . . "How to build a robust commercial-grade physics engine for your game" . "Game physics engine development" . "Game physics engine development"@en . . . . . . . . "Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate, they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics. * Uses only high school algebra * Shows how to build a complete system based on professional principles * CD-ROM with C++ source code for a full commercial-quality physics engine" . . . . . . . . . . . . . . "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. --A truly accessible text that allows even novice programmers to create powerful physics engines for their games. --Covers particle effects, flight simulation, car pysics, crates, destructible objects, cloth and ragdolls, and more. --Supports each new concept with diagrams, code, end-of-chapter exercises and resources. --This edition includes completely NEW material on: collision detection, 2D physics, casual game physics for Flash games. --Powerful associated website offering: the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. The Cyclone engine has been used in commercial game development."@en . "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. --A truly accessible text that allows even novice programmers to create powerful physics engines for their games. --Covers particle effects, flight simulation, car pysics, crates, destructible objects, cloth and ragdolls, and more. --Supports each new concept with diagrams, code, end-of-chapter exercises and resources. --This edition includes completely NEW material on: collision detection, 2D physics, casual game physics for Flash games. --Powerful associated website offering: the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. The Cyclone engine has been used in commercial game development." . . . . "Electronic books"@en . . . "Electronic books" . "Game physics engine development how to build a robust commercial-grade physics engine for your game" . "Game physics engine development how to build a robust commercial-grade physics engine for your game"@en . . "Llibres electrònics" . . . . . . . . . . "--Powerful associated website offering: the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. The Cyclone engine has been used in commercial game development." . . . "Livres électroniques" . "Game physics engine development : how to build a robust commercial-grade physics engine for your game" . . . . . . "Electronic resource" . "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. --A truly accessible text that allows even novice programmers to create powerful physics engines for their games. --Covers particle effects, flight simulation, car pysics, crates, destructible objects, cloth and ragdolls, and more. --Supports each new concept with diagrams, code, end-of-chapter exercises and resources. --This edition includes completely NEW material on: collision detection, 2D physics, casual game physics for Flash games.-" . . . . "Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics. * Uses only high school algebra * Shows how to build a complete system based on professional principles * CD-ROM with C++ source code for a full commercial-quality physics engine."@en . . "Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics. * Uses only high school algebra * Shows how to build a complete system based on professional principles * CD-ROM with C++ source code for a full commercial-quality physics engine." . . . "Game Physics Engine Development" . "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.-" . . "A practical guide to building physics engines using simple, understandable maths!"@en . . . . . "Computerphysik." . . "Fizyka informatyka." . . "Computer games Programming." . . "Computer games / Programming." . "Klassieke mechanica. Veldtheorie." . . "Programmering." . . "Programmierung." . . "Physique." . . "Artificiële intelligentie. Robotica. Simulatie. Graphics." . . "Física computacional." . . "Física computacional" . "GAMES Video & Electronic." . . "Infographie." . . "Gesetz (Physik)" . .