product description page
About this item
In this way, by the end of this book, you will have in-depth understanding of the specific concepts and events, implementation details, and the actual source code system of a game engine physics component 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:
? What is 2D game engine physics and how to utilize these in your game actions and events
? How to describe the basic behaviors of rigid bodies.
? How to detect collisions between rigid bodies.
? How to resolve interpretations after rigid body collisions.
? How to model and implement rigid body impulse responses.
Who is this book for:
This book is perfect for game enthusiasts, hobbyists, and anyone who is interested in building their own 2D game engine physics simulation systems but is unsure of how to begin.
Genre: Computers + Internet, Science
Author: Michael Tanaya & Hua Ming Chen & Jebediah Pavleas & Kelvin Sung
Street Date: May 9, 2017
Item Number (DPCI): 248-39-2635