Book
Essential Mathematics for Games and Interactive Applications
| Identifier | --jamesmvanv-1336 |
|---|---|
| Penulis / Pengarang | James M. Van Verth, Lars M. Bishop |
| Kata Kunci | Essential Mathematics |
| Tanggal Publikasi | 10 Mar 2018 |
| Bahasa | Bahasa Indonesia |
| Abstrak / Deskripsi | An interactive 3D application such as a game requires quite a large amount of code to do all of the many things asked of it. This includes representing the virtual world, animating parts of it, drawing that virtual world, and dealing with user interaction in a game-relevant manner. The bulk of the code required to implement these features is generally known as a game engine. Game engines have evolved from small, simple, lowlevel rendering systems in the early 1990s to massive and complex software systems in modern games, capable of rendering detailed and expansive worlds, animating realistic characters, and simulating complex physics. At their core, these game engines are really implementations of the concepts discussed throughout this book. |
Attached Files / Download (1)
| No | Nama Berkas | Format | Ukuran | Aksi |
|---|---|---|---|---|
| 1 | 2008 Essential.Mathematics.for.Games.and.Interactive.Applications.2nd.Edition (1).pdf | application/pdf | 9,0 MB | ⬇️ Buka / Download |
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