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Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game. 2nd edition
・ISBN 978-1-138-40312-3 hard GB£ 210.00
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お気に入り
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| 著者・編者 | Millington, Ian, |
|---|---|
| 出版社 | (CRC Press, UK) |
| 出版年月 | 2017 |
| ページ数 | 552 pp. |
| 言語 | ENG |
| ニュース番号 | <A00-38993> |
解説
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 readersandnbsp;throughandnbsp;the process ofandnbsp;building a complete game-ready physics engine from scratch.andnbsp;The Cyclone game engine featured in the book was written specifically for this book and has beenandnbsp;utilized in iPhone application development and Adobe Flash projects.andnbsp; 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/orandnbsp;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.andnbsp;