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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

Open source physics engines

One of the best ways to learn is to examine the existing technology. There are a large number of open source physics engines that we can study. I'm only listing open source engines, which means that closed source SDKs, such as Havok or PhysX, are left out of this list. Out of all the physics engines listed, you really need to go through the Box2D Lite source code.

Box2D Lite

This is, by far, the must-read physics engine! The project is small and easy to nagivate. The entire project consists of six .cpp and six .h files. Even though this is a 2D engine, it can easily be extended for 3D support. To download and have a look at Box2D Lite visit http://box2d.org/files/GDC2006/Box2D_Lite.zip

The most important thing about this engine is the arbiter implementation. Box2D Lite provides a full arbiter implementation. The engine uses a similar impulse solver to the one that we covered in this book; this makes the arbiter provided with Box2D Lite easy to use with our...

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