Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.
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David Conger is a former professor of Computer Science and Business Computer Programming at Alburquerque Technical-Vocational Institute of Alburquerque, NM. As a Software Engineer, he wrote firmware for parallel processing real time graphics display controllers used on military aircraft (specifically, the F15E fighter and OH58D helicopter). In addition, he wrote PC games for American Laser Games, For Her Interactive, and Microsoft Corporation. David's writing career began as a supplement to his software development. His first book, published in 1987, was a collection of folktales from India and the Far East retold in English for Western children. Since that time, he has authored 5 books about computers, including "Fundamentals of Microcomputers for Technology Students" (Prentice Hall; 0132170191), "C++ Software Development for Technology Students" (Prentice Hall, 0133701808), "Software Development in C: A Practical Approach to Programming and Design" (Prentice Hall, 0133701727), "The Complete Idiot's Guide to C# Programming" (Alpha Books, 002864378X), "Remoting with C# and .NET: Remote Objects for Distributed Applications" (John Wiley & Sons, 047127352X).
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