Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Game Physics Cookbook
  • Toc
  • feedback
Game Physics Cookbook

Game Physics Cookbook

By : Gabor Szauer
4.3 (4)
close
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)
close
18
Index

Matrix majors

When we talk about a 4 X 4 matrix containing translation, rotation, and scale, it's important to realize that all of that information lives somewhere in the matrix. The following figure demonstrates how data is packed into the components of a 4 X 4 matrix:

Matrix majors

The preceding figure demonstrates how data is packed into a Row Major matrix. This is called a Row Major Matrix because all three of the rotation basis vectors, as well as the translation vecto, are stored in the rows of the matrix. There is another notation to store the same data in a 4 X 4 matrix: Column Major notation. The following figure demonstrates how the same data is stored in a Column Major matrix:

Matrix majors

It is important to note that the indexing of the matrix did not change between the row and column major notations. This is because the major of a matrix does not affect the definition of what a matrix is! The only thing the major of a matrix describes is in which elements the rotation, translation, and scaling data...

bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete