01156nam a2200289 i 450099100361796970753620020509125205.0990429s1999 it ||| | ita 8846413431b1118839x-39ule_instPARLA185210ExLDip.to Scienze pedagogicheita370Zambelli, Franco223764Manuale della scuola dell'obbligo :l'insegnante e i suoi contesti /a cura di Franco Zambelli e Giorgio CherubiniMilano :Franco Angeli,c1999377 p. ;22 cm.Condizionamenti educativi ;49InsegnantiDidatticaCherubini, Giorgio.b1118839x23-02-1728-06-02991003617969707536LE005 FONDO SEMERARO 64812005000195815le005-E21.00-l- 00000.i1501072706-10-09LE022 370 ZAM01.0112022000008235le022-E0.00-l- 01010.i1133686928-06-02Manuale della scuola dell'obbligo869563UNISALENTOle005le02201-01-99ma -itait 0203246oam 2200661I 450 991096749030332120240402061259.01-04-017932-00-429-18943-51-4665-3849-X1-4398-6555-810.1201/b11324(CKB)3400000000084898(EBL)1633202(SSID)ssj0000581366(PQKBManifestationID)11393000(PQKBTitleCode)TC0000581366(PQKBWorkID)10531934(PQKB)10448545(Au-PeEL)EBL1633202(CaPaEBR)ebr11002671(CaONFJC)MIL692708(OCoLC)754555976(OCoLC)1289860367(FINmELB)ELB143458(MiAaPQ)EBC1633202(EXLCZ)99340000000008489820180331d2010 uy 0engur|n|---|||||txtccrGame physics pearls /edited by Gino van den Bergen and Dirk Gregorius1st ed.Natick, Mass. :A.K. Peters,2010.1 online resource (366 p.)Description based upon print version of record.1-322-61426-1 1-56881-474-7 Includes bibliographical references and index.Front Cover; Contents; Foreword; Preface; - I - Game Physics 101; - 1 - Mathematical Background; - 2 - Understanding Game Physics Artifacts; - II -Collision Detection; - 3 - Broad Phase and Constraint Optimization for PlayStation 3; - 4 - SAT in Narrow Phase and Contact-Manifold Generation; - 5 - Smooth Mesh Contacts with GJK; - III - Particles; - 6 - Optimized SPH; - 7 - Parallelizing Particle-Based Simulation on Multiple Processors; - IV - Constraint Solving; - 8 - Ropes as Constraints; - 9 - Quaternion-Based Constraints; - V - Soft Body; - 10 - Soft Bodies Using Finite Elements- 11 - Particle-Based Simulation Using Verlet Integration- 12 - Keep Yer Shirt On; - VI - Skinning; - 13 - Layered Skin Simulation; - 14 - Dynamic Secondary Skin Deformations; Glossary of Notation; ContributorsImplementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical applications. The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems iVideo gamesProgrammingPhysicsProgrammingVideo gamesProgramming.PhysicsProgramming.794.8/1526Bergen Gino van den622258Gregorius Dirk1829026MiAaPQMiAaPQMiAaPQBOOK9910967490303321Game physics pearls4398176UNINA