LEADER 03386nam 22005055 450 001 9910159442603321 005 20200630204113.0 010 $a1-4842-2583-X 024 7 $a10.1007/978-1-4842-2583-7 035 $a(CKB)3710000001018970 035 $a(DE-He213)978-1-4842-2583-7 035 $a(MiAaPQ)EBC4786816 035 $a(CaSebORM)9781484225837 035 $a(PPN)19805145X 035 $a(EXLCZ)993710000001018970 100 $a20170112d2017 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aBuilding a 2D Game Physics Engine$b[electronic resource] $eUsing HTML5 and JavaScript /$fby Michael Tanaya, Huaming Chen, Jebediah Pavleas, Kelvin Sung 205 $a1st ed. 2017. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2017. 215 $a1 online resource (XVIII, 116 p. 42 illus., 19 illus. in color.) 300 $aPlace of publication from publisher's website (viewed February 6, 2017). 311 $a1-4842-2582-1 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $a1. 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. 330 $aBuild 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. 606 $aComputer games?Programming 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 615 0$aComputer games?Programming. 615 14$aGame Development. 676 $a005.2762 700 $aTanaya$b Michael$4aut$4http://id.loc.gov/vocabulary/relators/aut$0897302 702 $aChen$b Huaming$4aut$4http://id.loc.gov/vocabulary/relators/aut 702 $aPavleas$b Jebediah$4aut$4http://id.loc.gov/vocabulary/relators/aut 702 $aSung$b Kelvin$4aut$4http://id.loc.gov/vocabulary/relators/aut 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910159442603321 996 $aBuilding a 2D Game Physics Engine$92004680 997 $aUNINA