000 02323nam a22003855i 4500
001 u370990
003 SIRSI
005 20160812080103.0
007 cr nn 008mamaa
008 120130s2011 xxu| s |||| 0|eng d
020 _a9781430236757
_9978-1-4302-3675-7
040 _cMX-MeUAM
050 4 _aQA75.5-76.95
082 0 4 _a004
_223
100 1 _aRamtal, Dev.
_eauthor.
245 1 4 _aThe Essential Guide to Physics for Flash Games, Animation, and Simulations
_h[recurso electrónico] /
_cby Dev Ramtal, Adrian Dobre.
264 1 _aBerkeley, CA :
_bApress,
_c2011.
300 _aXXIII, 558 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
520 _aPhysics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations.  Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right) Packed full of practical examples of how physics can be applied to your own games and applications Addresses the diverse needs of game developers, animators, artists, and e-learning developers The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.
650 0 _aComputer science.
650 1 4 _aComputer Science.
650 2 4 _aComputer Science, general.
700 1 _aDobre, Adrian.
_eauthor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781430236740
856 4 0 _zLibro electrónico
_uhttp://148.231.10.114:2048/login?url=http://link.springer.com/book/10.1007/978-1-4302-3675-7
596 _a19
942 _cLIBRO_ELEC
999 _c198870
_d198870