The Resource Building a 2D game physics engine : using HTML5 and JavaScript, Michael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung

Building a 2D game physics engine : using HTML5 and JavaScript, Michael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung

Label
Building a 2D game physics engine : using HTML5 and JavaScript
Title
Building a 2D game physics engine
Title remainder
using HTML5 and JavaScript
Statement of responsibility
Michael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung
Contributor
Author
Subject
Language
eng
Summary
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
Cataloging source
N$T
Dewey number
794.8/151
Index
index present
LC call number
GV1469.3
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
Label
Building a 2D game physics engine : using HTML5 and JavaScript, Michael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung
Publication
Copyright
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
http://library.link/vocab/branchCode
  • net
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
1. 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
Control code
ocn968706018
Dimensions
unknown
Extent
1 online resource
File format
unknown
Form of item
online
Isbn
9781484225837
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
c
Other control number
10.1007/978-1-4842-2583-7
http://library.link/vocab/ext/overdrive/overdriveId
cl0500000828
Quality assurance targets
not applicable
http://library.link/vocab/recordID
.b36490532
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
  • (OCoLC)968706018
  • safari148422583X

Library Locations

    • Deakin University Library - Geelong Waurn Ponds CampusBorrow it
      75 Pigdons Road, Waurn Ponds, Victoria, 3216, AU
      -38.195656 144.304955
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