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MARC Record from marc_nuls

Record ID marc_nuls/NULS_PHC_180925.mrc:202636623:2679
Source marc_nuls
Download Link /show-records/marc_nuls/NULS_PHC_180925.mrc:202636623:2679?format=raw

LEADER: 02679pam 22003014a 4500
001 9922203080001661
005 20150423142748.0
008 010629s2002 cc a b 001 0 eng
010 $a 2001036466
020 $a0596000065
035 $a(CSdNU)u108163-01national_inst
035 $a(OCoLC)47243853
035 $a(Sirsi) 01-AAP-0695
040 $aDLC$cDLC$dOrPss
042 $apcc
049 $aCNUM
050 00 $aQC23.2$b.B68 2002
100 1 $aBourg, David M.
245 10 $aPhysics for game developers /$cDavid M. Bourg.
260 $aBeijing ;$aCambridge :$bO'Reilly,$cc2002.
300 $axvi, 326 p. :$bill. ;$c24 cm.
504 $aIncludes bibliographical references (p. 313-317) and index.
505 0 $aNewton's Laws of Motion -- Coordinate System -- Vectors -- Mass, Center of Mass, and Moment of Inertia -- Newton's Second Law of Motion -- Inertia Tensor -- Kinematics -- Velocity and Acceleration -- Constant Acceleration -- Nonconstant Acceleration -- 2D Particle Kinematics -- 3D Particle Kinematics -- Kinematic Particle Explosion -- Rigid Body Kinematics -- Local Coordinate Axes -- Angular Velocity and Acceleration -- Force -- Force Fields -- Friction -- Fluid Dynamic Drag -- A Note on Pressure -- Buoyancy -- Springs and Dampers -- Force and Torque -- Kinetics -- Particle Kinetics in 2D -- Particle Kinetics in 3D -- Rigid Body Kinetics -- Collisions -- Impulse-Momentum Principle -- Impact -- Linear and Angular Impulse -- Friction -- Projectiles -- Simple Trajectories -- Drag -- Magnus Effect -- Variable Mass -- Aircraft -- Geometry -- Lift and Drag -- Other Forces -- Control -- Modeling -- Ships -- Flotation -- Resistance -- Virtual Mass -- Hovercraft -- How They Work -- Resistance -- Cars -- Resistance -- Power -- Stopping Distance -- Roadway Banking -- Real-Time Simulations -- Integrating the Equations of Motion -- Euler's Method -- Other Methods -- 2D Rigid Body Simulator -- Model -- Integration -- Flight Controls -- Rendering -- Implementing Collision Response -- Linear Collision Response -- Angular Effects -- Rigid Body Rotation -- Rotation Matrices -- Quaternions -- 3D Rigid Body Simulator -- Model -- Integration -- Flight Controls -- Rendering -- Multiple Bodies in 3D -- Model -- Integration -- Collision Response -- Tuning -- Particle Systems -- Model -- Integration -- Collision Response -- Tuning -- Vector Operations -- Matrix Operations -- Quaternion Operations.
650 0 $aPhysics.
650 0 $aVideo games$xDesign.
948 $a11/12/2002$b12/06/2002
982 $aQC23.2$a.B68$a2002
999 $aQC 23.2 B68 2002$wLC$c1$i31786101688668$d9/2/2011$e7/8/2011 $f6/14/2004$g1$lCIRCSTACKS$mNULS$n3$rY$sY$tBOOK$u12/6/2002