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                    | Результат поиска | 
                  
                
                    
						Поиск книг, содержащих: Collision detection
 
 | Книга | Страницы для поиска |  | de Berg M., van Kreveld M., Overmars M. — Computational Geometry : Algorithms and applications | 236 |  | Castelli M.J. — LAN switching first-step |  |  | Deitel H.M. — Visual C# How to Program |  |  | Preim B., Bartz D. — Visualization in Medicine: Theory, Algorithms, and Applications | 307, 560 |  | Kaandorp J.A. — Fractal Modelling: Growth and Form in Biology | 84, 97 |  | Elberly D.H., Shoemake  K. — Game Physics | 221—222 |  | Craig J.J. — Introduction to Robotics Mechanic and Control | 419, 424 |  | Олифер В. Г., Олифер Н. А. — Компьютерные сети. Принципы, технологии, протоколы: Учебник для вузов. | CD |  | Trappl R., Petta P. — Creating Personalities for Synthetic Actors | 10, 11, 13, 14, 16—18, 27, 30'; 36 |  | Eberly D.H. — 3D Game Engine Design. A Practical Approach to Real-Time Computer Graphics | 185—256 |  | Heckbert P.S. — Graphics gems (Vol. 4) | 83 |  | Dunn F., Parberry I. — 3D Math Primer for Graphics and Game Development | 281 |  | Paeth A.W. (ed.) — Graphics gems (volume 5) | IV.83 |  | Craig J.J. — Introduction to Robotics: Mechanics and Control | 419, 424 |  | Leeuwen J.V. — Handbook of Theoretical Computer Science: Algorithms and Complexity | 422 |  | Leeuwen J. (ed.), Meyer A.R., Nivat M. — Algorithms and Complexity, Volume A | 422 |  | Akenine-Möller T. — Real-Time Rendering | 13, 631—667 |  | Bourg D. — Physics for Game Developers | 87, 205—206 |  | Fernando R. (ed.) — GPU gems: programming techniques, tips, and tricks for real-time graphics | 627 |  | Fernando R. — GPU Gems: Programming techniques, tips and tricks for real-time graphics | 627 |   
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