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Game Physics Cookbook

Game Physics Cookbook

By : Gabor Szauer
4.3 (4)
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Game Physics Cookbook

Game Physics Cookbook

4.3 (4)
By: Gabor Szauer

Overview of this book

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!
Table of Contents (19 chapters)
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18
Index

Introduction

The goal of this chapter is to build a simple rigidbody simulation. By the end of the chapter, we will have cubes colliding and bounding off each other on screen. This chapter provides the foundation of a physics system that can handle rigidbodies that have mass and orientation.

In order to respond to collisions, we must first know something about the collisions. To learn about the features of collisions, we begin this chapter by developing Collision Manifolds, which will hold information about collisions.

After we create manifolds, we will build a Linear Impulse system to learn the basics of collision resolution. Finally, we will add Angular Impulse to make the physics system more realistic.

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