[PDF.97qj] Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology)
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Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology)
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| #1375478 in Books | 2007-03-07 | Ingredients: Example Ingredients | Original language:English | PDF # 1 | 1.08 x7.88 x9.38l,2.12 | File type: PDF | 480 pages||0 of 0 people found the following review helpful.| Great entry level book|By Reza Nourai|This book is written well, and is easy to read. There is math where there needs to be, but it's not overwhelming. The author purposely doesn't dive too deep into certain topics, but points you to references for further reading, and by the end of the book, you've gone through the basics of putting together your own simple, easy to understand|About the Author|Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in comput
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 experi...
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