A thorough revision of a popular text in combinatorial game theory, this second edition reorganizes presentation to make it more widely accessible.
This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation.
This book de-mystifies the animation side of game development, explaining every step of the process while providing valuable insights and work philosophies for creating the best animation for beginners and professionals.
This book is written for engineers and other practitioners using numerical methods in their work and serves as a textbook for courses in applied mathematics and numerical analysis.
This book addresses the fascinating subject of astrophysics from its theoretical basis to predominant research conducted in the field today.
Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations.
Designed to provide enough familiarity in a programmign language to be immediately productiove. Covers how C# is sued to make a game in Unity 3D.
This book is a compendium of the problems used in the annual Mathematical Contest in Modeling (MCM) run by the Consortium for Mathematics and its Applications (COMAP).
This book makes the connection explicit by isolating important mathematical methods, then using them to solve puzzles and prove a theorem.
This book is an introduction to the algorithmic aspects of number theory and its applications to cryptography, with special emphasis on the RSA cryptosys-tem.
This book is a compilation of the most important and widely applicable methods for evaluating and approximating integrals. As a reference book, it provides convenient access to these methods and contains examples showing their use.
This book focuses on algorithms and geometric data structures that have proven to be versatile, efficient and fundamental.
This book will help readers understand and use the elements of computer-aided geometric design, curves and surfaces, without the mathematical baggage that is necessary only for more advanced work.
Computer games, animation and modeling all have a common root in physics.
First Edition published as Social Game Design: Monetization Methods and Mechanics by Morgan Kaufmann in 2011.
This work focuses on the competences associated with self-motivated life-long learners who are accustomed to working with autonomy, and provides models for exploring ways to develop competences in a changing world.
This books deals with the structures we find when we look beyond the nanoworld, namely leptons, quarks and gauge bosons.
This book is devoted to the fundamental concepts and theory of reliable computer systems and represents detailed case studies.
Focusing on geometric intuition, this book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization.
The book may be used in part or as a whole to form an introductory course in either or both subject areas. A prominent feature of the book is the use of many illustrations to convey the concepts required for comprehension of the subject.