Like 9000 models for different purpose. I hope you like
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All about game programming and the world of video games. All books in this page you can download just to know what it is about. To get one of this book you should buy it.
The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as "classical" topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two introduces networking related problems in computer games and focuses on three key questions: how to hide the inherent communication delay, how to utilize limited network resources, and how to cope with cheating.
Algorithms and Networking for Computer Games provides a comprehensive resource that offers deeper algorithmic insight into game programming and explains game-specific network considerations. Read on for...
Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games.
This book introduces the mathematics that supports advanced computer programming and the analysis of algorithms. The primary aim of its well-known authors is to provide a solid and relevant base of mathematical skills - the skills needed to solve complex problems, to evaluate horrendous sums, and to discover subtle patterns in data. It is an indispensable text and reference not only for computer scientists - the authors themselves rely heavily on it! - but for serious users of mathematics in virtually every discipline.
Concrete Mathematics is a blending of CONtinuous and disCRETE mathematics. "More concretely," the authors explain, "it is the controlled manipulation of mathematical formulas, using a collection of techniques for solving problems." The subject matter is primarily an expansion of the Mathematical Preliminaries section in Knuth's classic Art of Computer Programming, but the style of presentation is more leisurely, and individual topics are covered more deeply. Several new topics have been added, and the most significant ideas have been traced to their historical roots. The book includes more than 500 exercises, divided into six categories. Complete answers are provided for all exercises, except research problems, making the book particularly valuable for self-study.
Major topics include:
This second edition includes important new material about mechanical summation. In response to the widespread use of the first edition as a reference book, the bibliography and index have also been expanded, and additional nontrivial improvements can be found on almost every page. Readers will appreciate the informal style of Concrete Mathematics. Particularly enjoyable are the marginal graffiti contributed by students who have taken courses based on this material. The authors want to convey not only the importance of the techniques presented, but some of the fun in learning and using them.
Ian Parberry is a professor of computer science at the University of North Texas and is internationally recognized as one of the top academics teaching computer game programming with DirectX. He is also the author of Learn Computer Game Programming with DirectX 7.0 and Introduction to Computer Game Programming with DirectX 8.0.
It's the clear, mathematical presentation here that makes this title a winner. Starting with the basics of Newtonian mechanics, the author covers all the basic equations needed to understand velocity, acceleration, kinematics, and kinetics, among other concepts. A knowledge of college math (including calculus) is assumed. (Appendices review the basics of matrix and quaternion mathematics for those needing a refresher.)
Central to this book is its presentation of modeling projectiles, airplanes, ships, and cars. The author first presents essential mathematical concepts for each kind of object (for instance, pitch, yaw and roll, and lift for airplanes; modeling fluid drag for ships; and braking behavior for cars). For many chapters, Bourg then presents Windows-based DirectX programs in C++ to illustrate key concepts. For example, you can experiment with different parameters to view a cannonball's path. (On their own, these programs make this book a great companion text to any advanced high school or college physics course since students can see the effect of each variable on the behavior of each body in motion for a variety of equations.)
Modeling collisions is a central concern here (a necessity, of course, for action games). To this end, the author provides collision detection and the mathematics of 3-D rigid bodies for simulating when bodies collide. As the sample programs get more involved, the author discusses techniques of tuning parameters for performance. A standout chapter here models a fluttering flag using particle systems.
In all, this text proves that physics and computers are a perfect match. The author's patient and clear mathematical investigations of common formulas and concepts can add realistic motion to any computer game, as well as help teach essential concepts to any student or hobbyist who's interested in physics and doesn't mind a little college-level math. --Richard Dragan
Topics covered: Mathematical formulas and sample C/C++ code for physics for simulations and games, basic concepts in physics, Newton's Laws of Motion, coordinate systems and vectors; mass, center of mass and moment of inertia; kinematics (velocity and acceleration), constant and nonconstant acceleration, 2-D and 3-D particle kinematics, rigid body kinematics, angular velocity and acceleration, force (force fields and friction, fluid dynamic drag, buoyancy, springs and dampers, torque), 2-D, 3-D, and rigid body kinetics; collisions (impulse-momentum, impact, linear, and angular impulse), projectiles (simple trajectories, drag, the Magnus Effect, variable mass), simulating aircraft (geometry, lift and drag, controls), simulating ships (flotation, volume, resistance, and virtual mass), simulating hovercraft and cars (including stopping distance and banking during turns), basic real-time simulations (integrating equations of motion, including Euler's Method), 2-D rigid body simulator, implementing collision response (including angular effects), rigid body rotation (rotation matrices and quaternions), 3-D rigid body simulator for an airplane (including flight controls and rendering), multiple bodies in 3-D (including implementing collisions), particle systems, reference tutorials for vector, matrix, and quaternion mathematical operations.
Product Description
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. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism. Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including:
From the reviews of the first edition:
"The book gives an introduction to curve and surface representation and modelling techniques that are used in the related fields of geometric modelling, computer aided geometric design (CAGD), and computer graphics. It mainly introduces newcomers to these domains as well as those interested in the mathematical background of graphics applications. It is written in a mathematically very accessible style … . Historical remarks, citations from the literature adapted to the context as well as numerous examples contribute to a pleasant and readable style." (Gudrun Albrecht, Mathematical Reviews, 2006 i)
"This book is concerned with the computation of surfaces. … The book also deals with curves … . after reading and understanding a topic, the reader should be able to design and implement the concepts discussed. … The notions are clearly introduced and are ... illustrated by figures and examples. … The book has many examples, which are important for a better understanding of the presented concepts … . Many exercises are sprinkled throughout the text. " (Marian Ioan Munteanu, Zentralblatt MATH, Vol. 1083, 2006)
Computer graphics is important in many areas including engineering design, architecture, education, and computer art and animation. This book examines a wide array of current methods used in creating real-looking objects in the computer, one of the main aims of computer graphics.
Key features:
* Good foundational mathematical introduction to curves and surfaces; no advanced math required
* Topics organized by different interpolation/approximation techniques, each technique providing useful information about curves and surfaces
* Exposition motivated by numerous examples and exercises sprinkled throughout, aiding the reader
* Includes a gallery of color images, Mathematica code listings, and sections on curves & surfaces by refinement and on sweep surfaces
* Web site maintained and updated by the author, providing readers with errata and auxiliary material
This engaging text is geared to a broad and general readership of computer science/architecture engineers using computer graphics to design objects, programmers for computer gamemakers, applied mathematicians, and students majoring in computer graphics and its applications. It may be used in a classroom setting or as a general reference.
The sixth edition continues to lead the way in software engineering. A new Part 4 on Web Engineering presents a complete engineering approach for the analysis, design, and testing of Web Applications, increasingly important for today's students. Additionally, the UML coverage has been enhanced and signficantly increased in this new edition.
The pedagogy has also been improved in the new edition to include sidebars. They provide information on relevant softare tools, specific work flow for specific kinds of projects, and additional information on various topics. Additionally, Pressman provides a running case study called "Safe Home" throughout the book, which provides the application of software engineering to an industry project.
New additions to the book also include chapters on the Agile Process Models, Requirements Engineering, and Design Engineering. The book has been completely updated and contains hundreds of new references to software tools that address all important topics in the book.
The ancillary material for the book includes an expansion of the case study, which illustrates it with UML diagrams. The On-Line Learning Center includes resources for both instructors and students such as checklists, 700 categorized web references, Powerpoints, a test bank, and a software engineering library-containing over 500 software engineering papers. TAKEAWY HERE IS THE FOLLOWING: 1. AGILE PROCESS METHODS ARE COVERED EARLY IN CH. 4 2. NEW PART ON WEB APPLICATIONS --5 CHAPTERS