000779049 000__ 03471cam\a2200529Ii\4500 000779049 001__ 779049 000779049 005__ 20230306142908.0 000779049 006__ m\\\\\o\\d\\\\\\\\ 000779049 007__ cr\nn\nnnunnun 000779049 008__ 170116s2017\\\\cau\\\\\ob\\\\001\0\eng\d 000779049 019__ $$a971543461$$a974651671$$a981034216$$a981868891 000779049 020__ $$a9781484225837$$q(electronic book) 000779049 020__ $$a148422583X$$q(electronic book) 000779049 020__ $$z9781484225820 000779049 0247_ $$a10.1007/978-1-4842-2583-7$$2doi 000779049 035__ $$aSP(OCoLC)ocn968706018 000779049 035__ $$aSP(OCoLC)968706018$$z(OCoLC)971543461$$z(OCoLC)974651671$$z(OCoLC)981034216$$z(OCoLC)981868891 000779049 040__ $$aN$T$$beng$$erda$$epn$$cN$T$$dIDEBK$$dEBLCP$$dGW5XE$$dYDX$$dN$T$$dUAB$$dUMI$$dNJR$$dCOO$$dUPM$$dOCLCF$$dSTF$$dMERUC$$dVT2$$dS4S$$dIOG 000779049 049__ $$aISEA 000779049 050_4 $$aGV1469.3 000779049 08204 $$a794.8/151$$223 000779049 24500 $$aBuilding a 2D game physics engine :$$busing HTML5 and JavaScript /$$cMichael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung. 000779049 264_1 $$a[Berkeley] :$$bApress,$$c[2017] 000779049 264_4 $$c©2017 000779049 300__ $$a1 online resource 000779049 336__ $$atext$$btxt$$2rdacontent 000779049 337__ $$acomputer$$bc$$2rdamedia 000779049 338__ $$aonline resource$$bcr$$2rdacarrier 000779049 347__ $$atext file$$bPDF$$2rda 000779049 504__ $$aIncludes bibliographical references and index. 000779049 5050_ $$a1. 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. 000779049 506__ $$aAccess limited to authorized users. 000779049 520__ $$aBuild 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. 000779049 588__ $$aOnline resource; title from PDF title page (viewed February 3, 2017) 000779049 650_0 $$aVideo games$$xProgramming. 000779049 650_0 $$aInternet games$$xProgramming. 000779049 650_0 $$aJavaScript (Computer program language) 000779049 650_0 $$aHTML (Document markup language) 000779049 7001_ $$aTanaya, Michael,$$eauthor. 000779049 7001_ $$aChen, Hua Ming,$$eauthor. 000779049 7001_ $$aPavleas, Jebediah,$$eauthor. 000779049 7001_ $$aSung, Kelvin,$$d1964-$$eauthor. 000779049 77608 $$iPrint version:$$z9781484225820 000779049 852__ $$bebk 000779049 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-1-4842-2583-7$$zOnline Access$$91397441.1 000779049 909CO $$ooai:library.usi.edu:779049$$pGLOBAL_SET 000779049 980__ $$aEBOOK 000779049 980__ $$aBIB 000779049 982__ $$aEbook 000779049 983__ $$aOnline 000779049 994__ $$a92$$bISE