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Autor(en): 
  • Kelvin Sung
  • Jebediah Pavleas
  • Michael Tanaya
  • Huaming Chen
  • Building a 2D Game Physics Engine: Using HTML5 and JavaScript 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 2 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   i.d.R. innert 14-24 Tagen versandfertig
    Veröffentlichung:  Januar 2017  
    Genre:  EDV / Informatik 
     
    Computers - Games / COMPUTERS / Programming / Games / COMPUTERS / Programming Languages / HTML / COMPUTERS / Programming Languages / JavaScript
    ISBN:  9781484225820 
    EAN-Code: 
    9781484225820 
    Verlag:  Apress 
    Einband:  Kartoniert  
    Sprache:  English  
    Dimensionen:  H 239 mm / B 156 mm / D 12 mm 
    Gewicht:  238 gr 
    Seiten:  116 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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.

      



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