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Saturday, September 25, 2010

Physics for Game Programmers

Physics for Game Programmers



Author(s): Grant Palmer
Publisher: Apress; 1 edition
Date : 2005

This book illustrates how to infuse compelling and realistic action into game programmingeven if you dont have a college-level physics background! This book covers the basic physics and mathematical models and then shows clearly how to implement them basics to accurately simulate the motion and behavior of cars, planes, projectiles, rockets, and boats.

This book is neither code heavy or language-specific, and all chapters include unique, challenging exercises to solve. This fun book also includes historical footnotes and interesting trivia. The style will be light and conversational, and all physics jargon will be properly and clearly explained.

About the Author
Grant Palmer is the author of the acclaimed Java Programmer's Reference and is a recognized expert in both the C# and Java languages. Grant has worked as a scientific programmer in the Space Technology Division at the NASA Ames Research Center for the past 20 years. This has involved working with Java since 1996, developing programs for scientific applications as well as converting older FORTRAN and C applications to the Java and C# platforms.

Contents at a Glance

About the Author
About the Technical Reviewers
Acknowledgments
Introduction
CHAPTER 1 Adding Realism to Your Games
CHAPTER 2 Some Basic Concepts
CHAPTER 3 Basic Newtonian Mechanics
CHAPTER 4 Basic Kinematics
CHAPTER 5 Projectiles
CHAPTER 6 Collisions
CHAPTER 7 Sports Simulations
CHAPTER 8 Cars and Motorcycles
CHAPTER 9 Boats and Things That Float
CHAPTER 10 Airplanes
CHAPTER 11 Rockets and Missiles
CHAPTER 12 The Physics of Solids
CHAPTER 13 Explosions
CHAPTER 14 Lasers
CHAPTER 15 Probabilistic and Monte Carlo Simulations
INDEX

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