Building a 2D Game Physics Engine Using HTML5 and JavaScript /

Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body b...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριοι συγγραφείς: Tanaya, Michael (Συγγραφέας), Chen, Huaming (Συγγραφέας), Pavleas, Jebediah (Συγγραφέας), Sung, Kelvin (Συγγραφέας)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berkeley, CA : Apress : Imprint: Apress, 2017.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
LEADER 03059nam a22004455i 4500
001 978-1-4842-2583-7
003 DE-He213
005 20170112111401.0
007 cr nn 008mamaa
008 170112s2017 xxu| s |||| 0|eng d
020 |a 9781484225837  |9 978-1-4842-2583-7 
024 7 |a 10.1007/978-1-4842-2583-7  |2 doi 
040 |d GrThAP 
100 1 |a Tanaya, Michael.  |e author. 
245 1 0 |a Building a 2D Game Physics Engine  |h [electronic resource] :  |b Using HTML5 and JavaScript /  |c by Michael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung. 
264 1 |a Berkeley, CA :  |b Apress :  |b Imprint: Apress,  |c 2017. 
300 |a XVIII, 116 p. 42 illus., 19 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
505 0 |a 1. Introduction to 2D Game Physics Engine Development -- 2. Implementing the 2D Physics Engine Core -- 3. Incorporating Collision Detection -- 4. Completing the Physics Engine and Rigid Shape Component,- 5. Summarizing the Physics Engine. 
520 |a Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions. In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers. What You'll Learn Gain an understanding of 2D game engine physics and how to utilize it in your own games Describe the basic behaviors of rigid bodies Detect collisions between rigid bodies Resolve interpretations after rigid body collisions Model and implement rigid body impulse responses Who This Book Is For Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin. 
650 0 |a Computer science. 
650 0 |a Computer programming. 
650 0 |a Software engineering. 
650 1 4 |a Computer Science. 
650 2 4 |a Game Development. 
650 2 4 |a Numerical and Computational Physics, Simulation. 
650 2 4 |a Software Engineering. 
650 2 4 |a Programming Techniques. 
700 1 |a Chen, Huaming.  |e author. 
700 1 |a Pavleas, Jebediah.  |e author. 
700 1 |a Sung, Kelvin.  |e author. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9781484225820 
856 4 0 |u http://dx.doi.org/10.1007/978-1-4842-2583-7  |z Full Text via HEAL-Link 
912 |a ZDB-2-CWD 
950 |a Professional and Applied Computing (Springer-12059)