| Store | Condition | Coupons & Deals | Price | Shipping | Total | |
|---|---|---|---|---|---|---|
| eCampus (Marketplace) Used (Marketplace) |
Used (Marketplace) |
$43.38 as of Oct 19, 2026, 10:24 PM ET |
$3.97 | |||
| Store | Condition | Coupons & Deals | Price | Shipping | Total | |
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| eCampus (Marketplace) Used (Marketplace) |
Used (Marketplace) |
$43.38 as of Oct 19, 2026, 10:24 PM ET |
$3.97 | |||
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Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine…
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