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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

Plane-to-plane

Two planes intersecting results in an infinite line between the two planes:

Plane-to-plane

We don't actually care about this line. We just want a true or false Boolean to know if the planes intersect. Two planes intersect if they are not parallel. If the normals of the plane point in different directions, the planes intersect. If the normals of the plane point in the same direction, they do not intersect.

Getting ready

We are going to implement a function to test if two planes intersect. This function will only return a Boolean result, not the line of intersection.

How to do it…

Follow the given steps to determine if two planes are intersecting:

  1. Declare the PlanePlane function in Geometry3D.h:
    bool PlanePlane(const Plane& plane1, const Plane& plane2);
  2. Implement the PlanePlane function in Geometry3D.cpp:
    bool PlanePlane(const Plane& plane1, const Plane& plane2) {
  3. Compute the direction of the intersection line
      // Cross product returns 0 when used on parallel lines
      vec3...
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