Beginning Math and Physics for Game Programmers
Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don...
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creator | Wendy Stahler |
description | Whether you're a hobbyist or a budding game design pro, your
objective is probably the same: To create the coolest games
possible using today's increasingly sophisticated technology. To do
that, however, you need to understand some basic math and physics
concepts. Not to worry: You don't need to go to night school if you
get this handy guide! Through clear, step-by-step instructions,
author Wendy Stahler covers the trigonometry snippets, vector
operations, and 1D/2D/3D motion you need to improve your level of
game development. Each chapter includes exercises to make the
learning stick, and Visualization Experience sections are sprinkled
throughout that walk you through a demo of the chapter's content.
By the end of the volume, you'll have a thorough understanding of
all of the math and physics concepts, principles, and formulas you
need to control and enhance your user's gaming experience. |
format | Book |
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objective is probably the same: To create the coolest games
possible using today's increasingly sophisticated technology. To do
that, however, you need to understand some basic math and physics
concepts. Not to worry: You don't need to go to night school if you
get this handy guide! Through clear, step-by-step instructions,
author Wendy Stahler covers the trigonometry snippets, vector
operations, and 1D/2D/3D motion you need to improve your level of
game development. Each chapter includes exercises to make the
learning stick, and Visualization Experience sections are sprinkled
throughout that walk you through a demo of the chapter's content.
By the end of the volume, you'll have a thorough understanding of
all of the math and physics concepts, principles, and formulas you
need to control and enhance your user's gaming experience.</description><identifier>ISBN: 9780735713901</identifier><identifier>ISBN: 0735713901</identifier><identifier>EISBN: 9780735713901</identifier><identifier>EISBN: 0735713901</identifier><language>eng</language><publisher>New Riders</publisher><creationdate>2004</creationdate><tpages>504</tpages><format>504</format><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>306,780,784,786,24762</link.rule.ids></links><search><creatorcontrib>Wendy Stahler</creatorcontrib><title>Beginning Math and Physics for Game Programmers</title><description>Whether you're a hobbyist or a budding game design pro, your
objective is probably the same: To create the coolest games
possible using today's increasingly sophisticated technology. To do
that, however, you need to understand some basic math and physics
concepts. Not to worry: You don't need to go to night school if you
get this handy guide! Through clear, step-by-step instructions,
author Wendy Stahler covers the trigonometry snippets, vector
operations, and 1D/2D/3D motion you need to improve your level of
game development. Each chapter includes exercises to make the
learning stick, and Visualization Experience sections are sprinkled
throughout that walk you through a demo of the chapter's content.
By the end of the volume, you'll have a thorough understanding of
all of the math and physics concepts, principles, and formulas you
need to control and enhance your user's gaming experience.</description><isbn>9780735713901</isbn><isbn>0735713901</isbn><isbn>9780735713901</isbn><isbn>0735713901</isbn><fulltext>true</fulltext><rsrctype>book</rsrctype><creationdate>2004</creationdate><recordtype>book</recordtype><sourceid>OODEK</sourceid><recordid>eNpdj81qwkAURkdKQbF5h-kDBOd_JksVqwVLXYjbcJOZG6MmgRkR-valKAj9NoezOfCNSFZYx6zUlsuC8Zd_PiZZSif2NyutsxMyW4Sm7fu2b-gXXI8Uek93x5_U1oniEOkaukB3cWgidF2I6Y28IlxSyB6cksPHar_c5Nvv9edyvs1BOOFY7r1nShU1ulBZozh3dTCmQmaE9Aha1loCcl8JFFphUNZxoYR2KjBljJZT8n4PJ0CIbVkNwzmVN1E-38hf8NdAHg</recordid><startdate>20040322</startdate><enddate>20040322</enddate><creator>Wendy Stahler</creator><general>New Riders</general><scope>OHILO</scope><scope>OODEK</scope></search><sort><creationdate>20040322</creationdate><title>Beginning Math and Physics for Game Programmers</title><author>Wendy Stahler</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a28280-ddd0449cf8eb764118ce66bf0623dfa53c53af1db2f254fe4781242584e046653</frbrgroupid><rsrctype>books</rsrctype><prefilter>books</prefilter><language>eng</language><creationdate>2004</creationdate><toplevel>online_resources</toplevel><creatorcontrib>Wendy Stahler</creatorcontrib><collection>O'Reilly Online Learning: Corporate Edition</collection><collection>O'Reilly Online Learning: Academic/Public Library Edition</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Wendy Stahler</au><format>book</format><genre>book</genre><ristype>BOOK</ristype><btitle>Beginning Math and Physics for Game Programmers</btitle><date>2004-03-22</date><risdate>2004</risdate><isbn>9780735713901</isbn><isbn>0735713901</isbn><eisbn>9780735713901</eisbn><eisbn>0735713901</eisbn><abstract>Whether you're a hobbyist or a budding game design pro, your
objective is probably the same: To create the coolest games
possible using today's increasingly sophisticated technology. To do
that, however, you need to understand some basic math and physics
concepts. Not to worry: You don't need to go to night school if you
get this handy guide! Through clear, step-by-step instructions,
author Wendy Stahler covers the trigonometry snippets, vector
operations, and 1D/2D/3D motion you need to improve your level of
game development. Each chapter includes exercises to make the
learning stick, and Visualization Experience sections are sprinkled
throughout that walk you through a demo of the chapter's content.
By the end of the volume, you'll have a thorough understanding of
all of the math and physics concepts, principles, and formulas you
need to control and enhance your user's gaming experience.</abstract><pub>New Riders</pub><tpages>504</tpages></addata></record> |
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title | Beginning Math and Physics for Game Programmers |
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