rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: Building a 2D Game Physics Engine
    sub title: Using HTML5 and JavaScript
  name:
    name part: Tanaya, Michael.
    role:
      role term: creator
    role:
      role term: author.
  name:
    name part: Chen, Huaming.
    role:
      role term: author.
  name:
    name part: Pavleas, Jebediah.
    role:
      role term: author.
  name:
    name part: Sung, Kelvin.
    role:
      role term: author.
  name:
    name part: SpringerLink (Online service)
  type of resource: text
  origin info:
    place:
      place term: xxu
    date issued: 2017
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: electronic
    form: electronic resource
    reformatting quality: access
    form: remote
    extent: XVIII, 116 p. 42 illus., 19 illus. in color. online resource.
  abstract: 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.
  table of contents: 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.
  note: by Michael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung.
  subject:
    topic: Computer science
  subject:
    topic: Computer programming
  subject:
    topic: Software engineering
  subject:
    topic: Computer Science
  subject:
    topic: Game Development
  subject:
    topic: Numerical and Computational Physics, Simulation
  subject:
    topic: Software Engineering
  subject:
    topic: Programming Techniques
  related item:
    title info:
      title: Springer eBooks
  identifier: 9781484225837
  identifier: http://dx.doi.org/10.1007/978-1-4842-2583-7
  record info:
    record creation date: 170112
    record change date: 20170112111401.0
    record identifier: 978-1-4842-2583-7