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Game physics (2nd Ed.)

Langue : Anglais

Auteur :

Couverture de l’ouvrage Game physics
'Game Physics, 2nd Edition provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ''Game Physics'', all this information is now available in a single, easily accessible volume.

The new 2nd edition is the much-anticipated update that incorporates new info on how to implement a classic rigid-body physics engine,
1. A Brief History of the World: A Summary of the Topics. 2. Basic Concepts 3. Rigid Body Motion. 4. Deformable Bodies. 5. Physics Engines. 6. Physics and Shader Programs. 7. Linear Complementarity and Mathematical Programming. 8. Differential Equations. 9. Numerical Methods.10. Quaternions. Appendices A. Linear Algebra B. Affine Algebra C. Calculus D. Ordinary Difference Equations.
Professionals or students working in game development, simulation, scientific visualization, or virtual worlds.

Game Physics Developers, Games Physics Engine Programmers, Game Programmers, Technical Directors.

Level: Intermediate to Advanced
'I keep at most a dozen reference texts within easy reach of my workstation computer. This book will replace two of them.--Ian Ashdown, President, byHeart Consultants Limited

''Dave has yet again produced a must-have book for game technology programmers everywhere.'' -Christer Ericson, Technology Lead, Sony Computer Entertainment

''Game Physics is a comprehensive reference of physical simulation techniques relevant to games and also contains a clear presentation of the mathematical background concepts fundamental to most types of game programming. I wish I had this book years ago.'' -Naty Hoffman, Senior Software Engineer, Naughty Dog, Inc.

''Eppur si muove . . . and yet it moves. From Galileo to game development, this book will surely become a standard reference for m

Date de parution :

Ouvrage de 880 p.

Disponible chez l'éditeur (délai d'approvisionnement : 15 jours).

Prix indicatif 83,49 €

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