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Titlebook: Building a 2D Game Physics Engine; Using HTML5 and Java Michael Tanaya,Huaming Chen,Kelvin Sung Book 2017 Michael Tanaya, HuaMing Chen, Jeb

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樓主
發(fā)表于 2025-3-21 17:39:55 | 只看該作者 |倒序瀏覽 |閱讀模式
期刊全稱Building a 2D Game Physics Engine
期刊簡稱Using HTML5 and Java
影響因子2023Michael Tanaya,Huaming Chen,Kelvin Sung
視頻videohttp://file.papertrans.cn/192/191804/191804.mp4
發(fā)行地址A unique and practical all-in-one resource on 2D game physics.Features easy to read and follow content and utilizes a learn-by-doing approach.Allows you to integrate with existing game engines
圖書封面Titlebook: Building a 2D Game Physics Engine; Using HTML5 and Java Michael Tanaya,Huaming Chen,Kelvin Sung Book 2017 Michael Tanaya, HuaMing Chen, Jeb
影響因子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
Pindex Book 2017
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沙發(fā)
發(fā)表于 2025-3-21 23:32:19 | 只看該作者
板凳
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地板
發(fā)表于 2025-3-22 06:32:43 | 只看該作者
Implementing the 2D Physics Engine Core,llows the engine to control and handle the real-time interaction of game objects, while the rigid shape class abstracts and hides the detailed information such as positions and rotation angles that are required for future physics calculations.
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發(fā)表于 2025-3-22 12:03:34 | 只看該作者
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發(fā)表于 2025-3-22 15:28:57 | 只看該作者
Completing the Physics Engine and Rigid Shape Component,g the collision information to correct the interpenetration condition, and learn about simulating collision responses that resemble real-world rigid shape behaviors. Initially, your responses will be in linear motion, and finally you will support objects rotating as a result of collisions.
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發(fā)表于 2025-3-22 20:51:15 | 只看該作者
https://doi.org/10.1007/978-3-319-97544-3llows the engine to control and handle the real-time interaction of game objects, while the rigid shape class abstracts and hides the detailed information such as positions and rotation angles that are required for future physics calculations.
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發(fā)表于 2025-3-23 00:54:16 | 只看該作者
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發(fā)表于 2025-3-23 04:02:50 | 只看該作者
Nelly León Gómez,Walter O. Beyer Kesslerg the collision information to correct the interpenetration condition, and learn about simulating collision responses that resemble real-world rigid shape behaviors. Initially, your responses will be in linear motion, and finally you will support objects rotating as a result of collisions.
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發(fā)表于 2025-3-23 05:46:03 | 只看該作者
h.Allows you to integrate with existing game enginesBuild 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 ma
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