Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series) by Eric Lengyel |
Data Structures and Algorithms for Game Developers (Game Development Series) by Allen Sherrod |
by Mike Dickheiser
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by Gary William Flake
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by Mat Buckland
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Key Features: Presents commonly encountered mathematical and physics concepts such as vector motion, collision detection, angular physics, game theory, artificial intelligence, Bezier curves, etc. Illustrates concepts through a non-language-specific approach, using pseudo-code, that makes the book equally valuable for anyone from C++ programmers to Macromedia Flash ActionScript coders Includes a companion CD-ROM with demo examples of the mathematical and physical principles discussed in the book along with the source code Create physical simulations, tile-based, and maze games using the concepts discussed in the book Uses pedagogical devices such as: a glossary of terms, exercise sets, chapter outlines, and chapter summaries to help master the material ON THE CD-ROM The CD-ROM includes a large number of sample files that demonstrate techniques from the chapters DEMOS: Contains the support files for the MPFP demo program, in a protected format DOCS: Contains the text files, in html format, of the code samples FIGURES: Contains all of the figures from the book, organized in folders by chapter SOURCE: Contains the original Macromedia Director movies used to create the demos System Requirements: PC; Windows 95, 98, ME, NT4, 2000, XP; 266 MHz processor with a current hardware accelerated 3D graphics card; 32 MB or more of available RAM; 256-color monitor capable of 800 x 600 resolution; DirectX 5.0 or greater (recommended); Web browser installed; (To edit the demo files: Macromedia Director 8.5.1 or later installed).
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