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344 pages • first pub 2001 (editions)
ISBN/UID: None
Format: Not specified
Language: English
Publisher: Not specified
Publication date: Not specified
Description
Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to crea...
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344 pages • first pub 2001 (editions)
ISBN/UID: None
Format: Not specified
Language: English
Publisher: Not specified
Publication date: Not specified
Description
Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to crea...