Physics for Game Developers (Scan) by David M Bourg
English | Nov 15, 2001 | ISBN: 0596000065 | 350 Pages | PDF | 7 MB
English | Nov 15, 2001 | ISBN: 0596000065 | 350 Pages | PDF | 7 MB
Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation.