Search preferences
Ir a los resultados principales

Filtros de búsqueda

Tipo de artículo

  • Todos los tipos de productos 
  • Libros (19)
  • Revistas y publicaciones (No hay ningún otro resultado que coincida con este filtro.)
  • Cómics (No hay ningún otro resultado que coincida con este filtro.)
  • Partituras (No hay ningún otro resultado que coincida con este filtro.)
  • Arte, grabados y pósters (No hay ningún otro resultado que coincida con este filtro.)
  • Fotografías (No hay ningún otro resultado que coincida con este filtro.)
  • Mapas (No hay ningún otro resultado que coincida con este filtro.)
  • Manuscritos y coleccionismo de papel (No hay ningún otro resultado que coincida con este filtro.)

Condición Más información

Encuadernación

Más atributos

  • Primera edición (No hay ningún otro resultado que coincida con este filtro.)
  • Firmado (No hay ningún otro resultado que coincida con este filtro.)
  • Sobrecubierta (No hay ningún otro resultado que coincida con este filtro.)
  • Con imágenes (9)
  • No impresión bajo demanda (14)

Idioma (1)

Precio

  • Cualquier precio 
  • Menos de EUR 20 (No hay ningún otro resultado que coincida con este filtro.)
  • EUR 20 a EUR 45 (No hay ningún otro resultado que coincida con este filtro.)
  • Más de EUR 45 
Intervalo de precios personalizado (EUR)

Gastos de envío gratis

  • Envío gratis a España (No hay ningún otro resultado que coincida con este filtro.)

Ubicación del vendedor

  • Szauer, Gabor

    Publicado por Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: Ria Christie Collections, Uxbridge, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 5,15 gastos de envío desde Reino Unido a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Condición: New. In.

  • Szauer, Gabor

    Publicado por Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: California Books, Miami, FL, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 6,90 gastos de envío desde Estados Unidos de America a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Condición: New.

  • Szauer, Gabor

    Publicado por 3/24/2017, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: BargainBookStores, Grand Rapids, MI, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 10,79 gastos de envío desde Estados Unidos de America a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: 5 disponibles

    Añadir al carrito

    Condición: New. Game Physics Cookbook (Paperback or Softback) 1.8.

  • Szauer, Gabor

    Publicado por Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 17,25 gastos de envío desde Estados Unidos de America a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Condición: New.

  • Gabor Szauer

    Publicado por Packt Publishing 2017-03-24, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: Chiron Media, Wallingford, Reino Unido

    Calificación del vendedor: 4 de 5 estrellas Valoración 4 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 17,19 gastos de envío desde Reino Unido a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: 10 disponibles

    Añadir al carrito

    Paperback. Condición: New.

  • Gabor Szauer

    Publicado por Packt Publishing Limited, GB, 2023

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: Rarewaves USA, OSWEGO, IL, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 3,45 gastos de envío desde Estados Unidos de America a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Digital. Condición: New. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your gamesAbout This Book. Get a comprehensive coverage of techniques to create high performance collision detection in games. Learn the core mathematics concepts and physics involved in depicting collision detection for your games. Get a hands-on experience of building a rigid body physics engineWho This Book Is ForThis book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D.What You Will Learn. Implement fundamental maths so you can develop solid game physics. Use matrices to encode linear transformations. Know how to check geometric primitives for collisions. Build a Physics engine that can create realistic rigid body behavior. Understand advanced techniques, including the Separating Axis Theorem. Create physically accurate collision reactions. Explore spatial partitioning as an acceleration structure for collisions. Resolve rigid body collisions between primitive shapesIn DetailPhysics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes.You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution.Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!Style and approachGain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

  • Szauer, Gabor

    Publicado por Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: GreatBookPricesUK, Woodford Green, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 17,21 gastos de envío desde Reino Unido a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Condición: New.

  • Gabor Szauer

    Publicado por Packt Publishing Limited, GB, 2023

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: Rarewaves USA United, OSWEGO, IL, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 3,45 gastos de envío desde Estados Unidos de America a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Digital. Condición: New. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your gamesAbout This Book. Get a comprehensive coverage of techniques to create high performance collision detection in games. Learn the core mathematics concepts and physics involved in depicting collision detection for your games. Get a hands-on experience of building a rigid body physics engineWho This Book Is ForThis book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D.What You Will Learn. Implement fundamental maths so you can develop solid game physics. Use matrices to encode linear transformations. Know how to check geometric primitives for collisions. Build a Physics engine that can create realistic rigid body behavior. Understand advanced techniques, including the Separating Axis Theorem. Create physically accurate collision reactions. Explore spatial partitioning as an acceleration structure for collisions. Resolve rigid body collisions between primitive shapesIn DetailPhysics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes.You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution.Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!Style and approachGain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

  • Gabor Szauer

    Publicado por Packt Publishing Limited, GB, 2023

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: Rarewaves.com UK, London, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 2,29 gastos de envío desde Reino Unido a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Digital. Condición: New. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your gamesAbout This Book. Get a comprehensive coverage of techniques to create high performance collision detection in games. Learn the core mathematics concepts and physics involved in depicting collision detection for your games. Get a hands-on experience of building a rigid body physics engineWho This Book Is ForThis book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D.What You Will Learn. Implement fundamental maths so you can develop solid game physics. Use matrices to encode linear transformations. Know how to check geometric primitives for collisions. Build a Physics engine that can create realistic rigid body behavior. Understand advanced techniques, including the Separating Axis Theorem. Create physically accurate collision reactions. Explore spatial partitioning as an acceleration structure for collisions. Resolve rigid body collisions between primitive shapesIn DetailPhysics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes.You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution.Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!Style and approachGain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

  • Gabor Szauer

    Publicado por Packt Publishing Limited, GB, 2023

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: Rarewaves.com USA, London, LONDO, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 2,29 gastos de envío desde Reino Unido a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Digital. Condición: New. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your gamesAbout This Book. Get a comprehensive coverage of techniques to create high performance collision detection in games. Learn the core mathematics concepts and physics involved in depicting collision detection for your games. Get a hands-on experience of building a rigid body physics engineWho This Book Is ForThis book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D.What You Will Learn. Implement fundamental maths so you can develop solid game physics. Use matrices to encode linear transformations. Know how to check geometric primitives for collisions. Build a Physics engine that can create realistic rigid body behavior. Understand advanced techniques, including the Separating Axis Theorem. Create physically accurate collision reactions. Explore spatial partitioning as an acceleration structure for collisions. Resolve rigid body collisions between primitive shapesIn DetailPhysics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes.You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution.Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!Style and approachGain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

  • Gabor Szauer

    Publicado por Packt Publishing, Birmingham, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: CitiRetail, Stevenage, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 34,41 gastos de envío desde Reino Unido a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: 1 disponibles

    Añadir al carrito

    Paperback. Condición: new. Paperback. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book * Get a comprehensive coverage of techniques to create high performance collision detection in games * Learn the core mathematics concepts and physics involved in depicting collision detection for your games * Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn * Implement fundamental maths so you can develop solid game physics * Use matrices to encode linear transformations * Know how to check geometric primitives for collisions * Build a Physics engine that can create realistic rigid body behavior * Understand advanced techniques, including the Separating Axis Theorem * Create physically accurate collision reactions * Explore spatial partitioning as an acceleration structure for collisions * Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.

  • Szauer, Gabor

    Publicado por Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: dsmbooks, Liverpool, Reino Unido

    Calificación del vendedor: 4 de 5 estrellas Valoración 4 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 30,97 gastos de envío desde Reino Unido a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: 1 disponibles

    Añadir al carrito

    Paperback. Condición: New. New. book.

  • Gabor Szauer

    Publicado por Packt Publishing, Birmingham, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: AussieBookSeller, Truganina, VIC, Australia

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 31,93 gastos de envío desde Australia a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: 1 disponibles

    Añadir al carrito

    Paperback. Condición: new. Paperback. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book * Get a comprehensive coverage of techniques to create high performance collision detection in games * Learn the core mathematics concepts and physics involved in depicting collision detection for your games * Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn * Implement fundamental maths so you can develop solid game physics * Use matrices to encode linear transformations * Know how to check geometric primitives for collisions * Build a Physics engine that can create realistic rigid body behavior * Understand advanced techniques, including the Separating Axis Theorem * Create physically accurate collision reactions * Explore spatial partitioning as an acceleration structure for collisions * Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Gabor Szauer

    Publicado por Packt Publishing, Birmingham, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: Grand Eagle Retail, Mason, OH, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    EUR 64,73 gastos de envío desde Estados Unidos de America a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: 1 disponibles

    Añadir al carrito

    Paperback. Condición: new. Paperback. Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book * Get a comprehensive coverage of techniques to create high performance collision detection in games * Learn the core mathematics concepts and physics involved in depicting collision detection for your games * Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn * Implement fundamental maths so you can develop solid game physics * Use matrices to encode linear transformations * Know how to check geometric primitives for collisions * Build a Physics engine that can create realistic rigid body behavior * Understand advanced techniques, including the Separating Axis Theorem * Create physically accurate collision reactions * Explore spatial partitioning as an acceleration structure for collisions * Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development-collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Gabor Szauer

    Publicado por Packt Publishing Limited, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: PBShop.store UK, Fairford, GLOS, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    Impresión bajo demanda

    EUR 4,57 gastos de envío desde Reino Unido a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: 15 disponibles

    Añadir al carrito

    PAP. Condición: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

  • Gabor Szauer

    Publicado por Packt Publishing Limited, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    Impresión bajo demanda

    EUR 1,20 gastos de envío desde Estados Unidos de America a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: 15 disponibles

    Añadir al carrito

    PAP. Condición: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

  • Gabor Szauer

    Publicado por Packt Publishing Limited, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: THE SAINT BOOKSTORE, Southport, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    Impresión bajo demanda

    EUR 9,73 gastos de envío desde Reino Unido a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Paperback / softback. Condición: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 781.

  • Szauer, Gabor

    Publicado por Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: moluna, Greven, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    Impresión bajo demanda

    EUR 19,49 gastos de envío desde Alemania a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: Más de 20 disponibles

    Añadir al carrito

    Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. KlappentextThis book covers the three core components of a physics engine in great detail. By the end of the book, you will have implemented particle-based physics, rigid body physics and even soft body physics through cloth simulation. .

  • Gabor Szauer

    Publicado por Packt Publishing, 2017

    ISBN 10: 1787123669 ISBN 13: 9781787123663

    Idioma: Inglés

    Librería: AHA-BUCH GmbH, Einbeck, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    Impresión bajo demanda

    EUR 11,99 gastos de envío desde Alemania a España

    Destinos, gastos y plazos de envío

    Cantidad disponible: 1 disponibles

    Añadir al carrito

    Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This book covers the three core components of a physics engine in great detail. By the end of the book, you will have implemented particle-based physics, rigid body physics and even soft body physics through cloth simulation.