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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

Preface

At some point in your game development career, you might need to build a physics engine, modify the source code of an existing physics engine, or even just model some interaction using an existing physics engine. Each of these tasks is a real challenge. Knowing how a physics engine is implemented under the hood will make all of these scenarios a lot simpler.

Building a physics engine from scratch might seem like a large, complex and confusing project, but it doesn't have to be. Behind every physics engine are the same three core components: a solid math library, accurate intersection testing, and usually impulse-based collision resolution. The collision resolution does not have to use an impulse-based solver; other resolution strategies exist as well.

This book covers the three core components of a physics engine in great detail. By the end of the book you will have implemented particle-based physics, rigid body physics, and even soft body physics through cloth simulation. This cookbook aims to break the components of a physics engine down into bite-sized, independent recipes.

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