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 Mathematics & Physics for Programmers
  

  Mathematics & Physics for Programmers by Danny Kodicek

  • Published by: CHARLES RIVER MEDIA
  • Author: Danny Kodicek
  • Page Count: 608
  • Group: PROGRAMMING - GAME AI
  • ISBN: 1584503300 / 9781584503309
  • Published: Jul 2005

Our Price: 27.74
Discount: 25%
RRP: 36.99 

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Book Information and Description:

Mathematics & Physics for Programmers
Programmers coming from art, design, filmmaking, music, writing, education, or business fields frequently have little background in the mathematics and physics. Although today's software programs make it easier to become proficient at programming without having a solid foundation in these disciplines, sooner or later all programmers and developers will run into problems that they will need mathematics or physics to solve. This book provides a simple but thorough grounding in the mathematics and physics topics that programmers need to know to write programs, using a non-language specific approach. Each chapter includes exercise sets for additional practice of the techniques learned, or for use as a textbook. The companion CD-ROM provides demo examples of the mathematical and physical principles discussed in the book, with source code in several different languages (C++, Lingo, and Java).


Contents:

Introduction; PART I: GENERAL TECHNIQUES: Chapter 1: Numbers; Chapter 2: Calculations with Numbers; Chapter 3: Essential Algebra; Chapter 4: Vectors; Chapter 5: Trigonometry and Pythagoras; Chapter 6: Probability; Chapter 7: Cryptography; PART II: BALLISTICS AND COLLISIONS: Chapter 8: Velocity and Acceleration; Chapter 9: Momentum and Energy; Chapter 10: Detecting Collisions Between Simple Shapes; Chapter 11: Detecting Collisions Between Complex Shapes; Chapter 12: Resolving Collisions; Chapter 13: A Basic Pool Game; PART III: MORE COMPLEX MOTION: Chapter 14: Force and Newton's Laws; Chapter 15: Orbits; Chapter 16: Angular Motion; Chapter 17: Friction; Chapter 18: Strings, Pulleys and Conveyor Belts; Chapter 19: Oscillations; Chapter 20: Parametric Curves, Bezier Curves and Splines; PART IV: 3D GEOMETRY: Chapter 21: 3D Projection; Chapter 22: 3D Vectors; Chapter 23: Transformations; Chapter 24: Collision Detection in Three Dimensions; Chapter 25: Other 3D Mathematics; PART V: GAME PHYSICS AND MATHEMATICS; Chapter 26: Speeding Things Up; Chapter 27: Graphics and Sound; Chapter 28: Mazes; Chapter 29: Tile-Based Games; Chapter 30: Game Theory and AI; Chapter 31: The Computer as a Problem-Solver; Appendix A: Language References; Appendix B: Resources; Appendix C: Answers to Problems; Appendix D: About The CD-ROM; Glossary; Index

 

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