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Game Physics Engine Development, 2nd Edition
book

Game Physics Engine Development, 2nd Edition

by Ian Millington
July 2010
Intermediate to advanced
524 pages
16h 56m
English
CRC Press
Content preview from Game Physics Engine Development, 2nd Edition
19.2 C 479
accumulatedAcc.add(force.multiply(inverseMass));
which tends to make code much more verbose and less clear (particularly in some
of the very complex collision response algorithms where we saw many operators in a
single line).
On the other hand, in ActionScript, once you’ve decided to make a method call,
there is no additional penalty for having virtual methods. That means structures such
as the polymorphic
ContactGenerator and ForceGenerator could be replicated in
various kinds of RigidBody, Particle,orevenContact—classes for which I did not
use virtual methods in C++. This makes some kinds of programming much clearer.
The fireworks demo, for ...
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Publisher Resources

ISBN: 9780123819765