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  • Szauer, Gabor

    Edité par Packt Publishing, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : Ria Christie Collections, Uxbridge, Royaume-Uni

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    EUR 56,35

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    EUR 4,58 expédition depuis Royaume-Uni vers France

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    Etat : New. In.

  • Szauer, Gabor

    Edité par Packt Publishing, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : California Books, Miami, FL, Etats-Unis

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    EUR 54,22

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    EUR 6,90 expédition depuis Etats-Unis vers France

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    Etat : New.

  • Szauer, Gabor

    Edité par 3/24/2017, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : BargainBookStores, Grand Rapids, MI, Etats-Unis

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    EUR 53,10

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    EUR 10,79 expédition depuis Etats-Unis vers France

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

  • Gabor Szauer

    Edité par Packt Publishing 2017-03-24, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : Chiron Media, Wallingford, Royaume-Uni

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    EUR 53,03

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    EUR 10,89 expédition depuis Royaume-Uni vers France

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    Paperback. Etat : New.

  • Szauer, Gabor

    Edité par Packt Publishing, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis

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    EUR 50,68

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    EUR 17,25 expédition depuis Etats-Unis vers France

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    Etat : New.

  • Gabor Szauer

    Edité par Packt Publishing Limited, GB, 2023

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : Rarewaves USA, OSWEGO, IL, Etats-Unis

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    EUR 69,68

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    Digital. Etat : 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

    Edité par Packt Publishing, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni

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    EUR 55,87

    Autre devise
    EUR 17,21 expédition depuis Royaume-Uni vers France

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    Etat : New.

  • Gabor Szauer

    Edité par Packt Publishing Limited, GB, 2023

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : Rarewaves USA United, OSWEGO, IL, Etats-Unis

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    EUR 72,07

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    EUR 3,45 expédition depuis Etats-Unis vers France

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    Digital. Etat : 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

    Edité par Packt Publishing Limited, GB, 2023

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : Rarewaves.com UK, London, Royaume-Uni

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    EUR 77,71

    Autre devise
    EUR 2,29 expédition depuis Royaume-Uni vers France

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    Digital. Etat : 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

    Edité par Packt Publishing Limited, GB, 2023

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : Rarewaves.com USA, London, LONDO, Royaume-Uni

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    EUR 83,19

    Autre devise
    EUR 2,29 expédition depuis Royaume-Uni vers France

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    Digital. Etat : 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

    Edité par Packt Publishing, Birmingham, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : CitiRetail, Stevenage, Royaume-Uni

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    EUR 60,83

    Autre devise
    EUR 28,68 expédition depuis Royaume-Uni vers France

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    Paperback. Etat : 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

    Edité par Packt Publishing, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : dsmbooks, Liverpool, Royaume-Uni

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    EUR 73,66

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    EUR 28,68 expédition depuis Royaume-Uni vers France

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    Paperback. Etat : New. New. book.

  • Gabor Szauer

    Edité par Packt Publishing, Birmingham, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : AussieBookSeller, Truganina, VIC, Australie

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    EUR 78,67

    Autre devise
    EUR 31,93 expédition depuis Australie vers France

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    Paperback. Etat : 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

    Edité par Packt Publishing, Birmingham, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : Grand Eagle Retail, Mason, OH, Etats-Unis

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    EUR 53,03

    Autre devise
    EUR 64,73 expédition depuis Etats-Unis vers France

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    Paperback. Etat : 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

    Edité par Packt Publishing Limited, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : PBShop.store UK, Fairford, GLOS, Royaume-Uni

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    impression à la demande

    EUR 55,88

    Autre devise
    EUR 5,93 expédition depuis Royaume-Uni vers France

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    Quantité disponible : 15 disponible(s)

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    PAP. Etat : 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

    Edité par Packt Publishing Limited, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : PBShop.store US, Wood Dale, IL, Etats-Unis

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    impression à la demande

    EUR 62,67

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

  • Gabor Szauer

    Edité par Packt Publishing Limited, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : THE SAINT BOOKSTORE, Southport, Royaume-Uni

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    impression à la demande

    EUR 63,37

    Autre devise
    EUR 8,82 expédition depuis Royaume-Uni vers France

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

  • Szauer, Gabor

    Edité par Packt Publishing, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : moluna, Greven, Allemagne

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    impression à la demande

    EUR 69,38

    Autre devise
    EUR 9,70 expédition depuis Allemagne vers France

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    Etat : 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

    Edité par Packt Publishing, 2017

    ISBN 10 : 1787123669 ISBN 13 : 9781787123663

    Langue: anglais

    Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne

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    impression à la demande

    EUR 77,92

    Autre devise
    EUR 10,99 expédition depuis Allemagne vers France

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    Taschenbuch. Etat : 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.