找回密碼
 To register

QQ登錄

只需一步,快速開始

掃一掃,訪問微社區(qū)

打印 上一主題 下一主題

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

[復制鏈接]
查看: 7921|回復: 35
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
The information of publication is updating

書目名稱Building a 2D Game Physics Engine影響因子(影響力)




書目名稱Building a 2D Game Physics Engine影響因子(影響力)學科排名




書目名稱Building a 2D Game Physics Engine網(wǎng)絡(luò)公開度




書目名稱Building a 2D Game Physics Engine網(wǎng)絡(luò)公開度學科排名




書目名稱Building a 2D Game Physics Engine被引頻次




書目名稱Building a 2D Game Physics Engine被引頻次學科排名




書目名稱Building a 2D Game Physics Engine年度引用




書目名稱Building a 2D Game Physics Engine年度引用學科排名




書目名稱Building a 2D Game Physics Engine讀者反饋




書目名稱Building a 2D Game Physics Engine讀者反饋學科排名




單選投票, 共有 0 人參與投票
 

0票 0%

Perfect with Aesthetics

 

0票 0%

Better Implies Difficulty

 

0票 0%

Good and Satisfactory

 

0票 0%

Adverse Performance

 

0票 0%

Disdainful Garbage

您所在的用戶組沒有投票權(quán)限
沙發(fā)
發(fā)表于 2025-3-21 23:32:19 | 只看該作者
板凳
發(fā)表于 2025-3-22 02:02:24 | 只看該作者
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.
5#
發(fā)表于 2025-3-22 12:03:34 | 只看該作者
6#
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.
7#
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.
8#
發(fā)表于 2025-3-23 00:54:16 | 只看該作者
9#
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.
10#
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
 關(guān)于派博傳思  派博傳思旗下網(wǎng)站  友情鏈接
派博傳思介紹 公司地理位置 論文服務流程 影響因子官網(wǎng) 吾愛論文網(wǎng) 大講堂 北京大學 Oxford Uni. Harvard Uni.
發(fā)展歷史沿革 期刊點評 投稿經(jīng)驗總結(jié) SCIENCEGARD IMPACTFACTOR 派博系數(shù) 清華大學 Yale Uni. Stanford Uni.
QQ|Archiver|手機版|小黑屋| 派博傳思國際 ( 京公網(wǎng)安備110108008328) GMT+8, 2025-10-13 16:55
Copyright © 2001-2015 派博傳思   京公網(wǎng)安備110108008328 版權(quán)所有 All rights reserved
快速回復 返回頂部 返回列表
阜阳市| 永泰县| 蓬安县| 图们市| 高台县| 汤原县| 扎兰屯市| 苏尼特右旗| 建瓯市| 库车县| 上林县| 正阳县| 屯留县| 南平市| 尼木县| 手机| 通河县| 濮阳市| 湾仔区| 秦皇岛市| 阿克陶县| 五河县| 吉水县| 广汉市| 湘潭市| 周至县| 林周县| 定南县| 东兰县| 丽江市| 旬阳县| 普洱| 紫金县| 黎平县| 昌邑市| 青田县| 宿松县| 山东省| 通渭县| 怀安县| 玉龙|