Through masterful physics modeling, the action in your games can achieve an amazing level of reality. "Physics Modeling for Game Programmers" takes you beyond theories and techniques and shows you how to implement your new skills toward practical applications. You ll cover the basic math concepts that are essential to physics modeling, including Euclidean geometry. Then it s on to motion and collision as you learn how to make the elements in your game move in a realistic way. Wrap things up with a study of hands-on 3D simulation and the physics of land and air vehicles.
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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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