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AI for Game Developers
  • Language: en
  • Pages: 398

AI for Game Developers

From the author of "Physics for Game Developers," comes a new, non-threatening introduction to the complex subject of game programming.

Physics for Game Developers
  • Language: en
  • Pages: 348

Physics for Game Developers

By applying physics to game design, you can realistically model everything that bounces, flies, rolls, or slides, to create believable content for computer games, simulations, and animation. This book serves as the starting point for those who want to enrich games with physics-based realism.

Physics for Game Developers
  • Language: en
  • Pages: 578

Physics for Game Developers

If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices. Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team. Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays Capture 3D sound effects with the OpenAL audio API

Excel Scientific and Engineering Cookbook
  • Language: en
  • Pages: 445

Excel Scientific and Engineering Cookbook

Given the improved analytical capabilities of Excel, scientists and engineers everywhere are using it--instead of FORTRAN--to solve problems. And why not? Excel is installed on millions of computers, features a rich set of built-in analyses tools, and includes an integrated Visual Basic for Applications (VBA) programming language. No wonder it's today's computing tool of choice. Chances are you already use Excel to perform some fairly routine calculations. Now the Excel Scientific and Engineering Cookbook shows you how to leverage Excel to perform more complex calculations, too, calculations that once fell in the domain of specialized tools. It does so by putting a smorgasbord of data analys...

Game Physics Engine Development
  • Language: en
  • Pages: 542

Game Physics Engine Development

  • Categories: Art
  • Type: Book
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  • Published: 2010-07-23
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  • Publisher: CRC Press

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 ne

Physics for Game Programmers
  • Language: en
  • Pages: 458

Physics for Game Programmers

  • Type: Book
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  • Published: 2007-12-27
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  • Publisher: Apress

*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.

Real-Time Collision Detection
  • Language: en
  • Pages: 634

Real-Time Collision Detection

  • Categories: Art
  • Type: Book
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  • Published: 2004-12-22
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  • Publisher: CRC Press

Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algeb...

O Great One!
  • Language: en
  • Pages: 240

O Great One!

  • Type: Book
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  • Published: 2016-05-10
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  • Publisher: Penguin

Rather than explain the power of recognition in a typical business book, acclaimed CEO David Novak wrote a fun story that draws on his real-world experiences at Pepsi and Yum! Brands, as well as his personal life. When was the last time you told your colleagues how much you value them? It sounds like a trivial thing in the middle of a busy work day. But as Novak discovered during his years as a hard charging executive, there’s nothing trivial about recognition. It can make a life-or-death difference to any organization, when people see that someone important really notices and appreciates their contributions. The story of O Great One! opens when Jeff Johnson becomes the third-generation CE...

Physics for Game Developers
  • Language: en
  • Pages: 500

Physics for Game Developers

Game physics has been at the heart of mainstream computer games for years, but recently it's reached a new level with the emergence of Nintendo Wii, PlayStation Move, Microsoft's Kinect, and various mobile devices. This updated bestseller not only provides important knowledge behind bread-and-butter game physics, but helps you leverage exciting interaction gadgets such as accelerometers, touch screens, GPS receivers, pressure sensors, and optical tracking devices. You'll find new chapters on deformable and soft bodies, fluids, and the physics of sound for incorporating realistic effects, including 3D sound. For game developers working alone or as part of a team, this expanded second edition ...

Programming Game AI by Example
  • Language: en
  • Pages: 522

Programming Game AI by Example

This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.