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Introduction to game physics with Box2D / Ian Parberry.

By: Material type: TextTextPublication details: Boca Raton : CRC Press, [2013]Description: xiv, 261 pages : illustrations (black and white) ; 23 cmISBN:
  • 9781466565760 (pbk.) :
  • 9781466565760 (pbk.)
Subject(s): DDC classification:
  • 794.81526 PAR
LOC classification:
  • QA76.76.C672
Contents:
1.Read me first -- I.Introduction to game physics -- 2.Mathematics for game physics -- 3.Rigid body physics game -- 4.A soft body physics toy -- II.Games physics with Box2D -- 6.A tale of three modules -- 7.The cannon game -- 8.The collision module -- III.Appendices -- A.For math geeks only -- b.The blacke art of programme debugging -- C.There are, in fact, dumb questions -- D. Bullet physics.
Summary: This title supplies readers with an understanding of how to program the physics for 2D games. Introducing key concepts in digital physics, it concentrates on coding and the underlying principles. Light-hearted, yet rigorous, the text assumes previous programming experience. It uses the popular Box2D physics engine to show how to attach Box2D to existing code. The text includes snippets of code that illustrate application of the principles discussed. It also provides larger samples that show how the physics code should be integrated into a game engine.
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Long Loan TUS: Midlands, Main Library Athlone General Lending 794.81526 PAR (Browse shelf(Opens below)) 1 Available 216046
Long Loan TUS: Midlands, Main Library Athlone General Lending 794.81526 PAR (Browse shelf(Opens below)) 1 Available 216045

"An A.K. Peters book."

Includes bibliographical references and index.

1.Read me first -- I.Introduction to game physics -- 2.Mathematics for game physics -- 3.Rigid body physics game -- 4.A soft body physics toy -- II.Games physics with Box2D -- 6.A tale of three modules -- 7.The cannon game -- 8.The collision module -- III.Appendices -- A.For math geeks only -- b.The blacke art of programme debugging -- C.There are, in fact, dumb questions -- D. Bullet physics.

This title supplies readers with an understanding of how to program the physics for 2D games. Introducing key concepts in digital physics, it concentrates on coding and the underlying principles. Light-hearted, yet rigorous, the text assumes previous programming experience. It uses the popular Box2D physics engine to show how to attach Box2D to existing code. The text includes snippets of code that illustrate application of the principles discussed. It also provides larger samples that show how the physics code should be integrated into a game engine.

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