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FUNDAMENTALS OF MATH AND PHYSICS FOR GAME PROGRAMMERS的圖書 |
FUNDAMENTALS OF MATH AND PHYSICS FOR GAME PROGRAMMERS 作者:WENDY STAHLER 出版社:全華圖書股份有限公司(全華經銷) 出版日期:2005-01-01 規格:23.5*19cm / 539頁 |
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Written by respected academics and industry practitioners, the Game Design and Programming Series combines theory and practical applications to help instructors teach and prepare students for a career in the game industry.
All the materials and resouces you need to start up a new program or course in game development are provided, including introductory and advanced textbooks, course syllabi, lecture notes, PowerPoint presentations, and more.
The textbooks offer pedagogical features, including case studies and hands-on projects that will allow students to experience the application of essential concepts rather than just the theory. End-or-chapter review exercises are provided for additional reinforcement. Accompanying CDs with select texts include art or programming assets for students to use in completing their assignments.
Fundamentals of Math and Physics for Game Programmers teaches the fundamental math and physics concepts, principles, and formulas that are crucial for developing successful games.
For courses in Fundamentals of Math and Physics for Game Programmers
Teaches the fundamental math and physics concepts, principles, and formulas that are crucial for developing successful games.
Q. Do you cover topics such as trigonometry snippets, vector and matrix operations, transformations, momentum and collisions, and 1D/2D/3D motion?
A. Fundamentals of Math and Physics for Game Programmers includes all the math and physics content that game programming students need.
Q. Is it easier for your students to grasp the material if they have a step-by-step approach to the concepts?
A.. Fundamentals of Math and Physics for Game Programmers a step-by-step format in order to improve the level of game development.
Q. Are case studies and hands-on projects helpful?
A. The real-world coverage in Fundamentals of Math and Physics for Game Programmers allows students to experience the application of essential concepts.
Preface
Chapter 1: Points and Lines
Chapter 2: Geometry Snippets
Chapter 3: Trigonometry Snippets
Chapter 4: Vector Operations
Chapter 5: Matrix Operations
Chapter 6: Transformations
Chapter 7: Unit Conversions
Chapter 8: Motion in One Dimension
Chapter 9: Derivative Approach to Motion in One Dimension
Chapter 10: Motion in Two and Three Dimensions
Chapter 11: Newton's Laws
Chapter 12: Energy
Chapter 13: Momentum and Collisions
Chapter 14: Rotational Motion
Appendix A: List of Formulas
Appendix B: Suggested Reading
Appendix C: Self-Assessment Solutions
Appendix D: What's on the CD-ROM
Glossary
Index
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