Game Physics Cookbook

£26.98

Game Physics Cookbook

Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

Author: Gabor Szauer

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Language: English

Published by: Packt Publishing

Published on: 24th March 2017

Format: LCP-protected ePub

Size: 480 pages

ISBN: 9781787120815


Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

About This Book

Get a comprehensive coverage of techniques to create high performance collision detection in games

Learn the core mathematics concepts and physics involved in depicting collision detection for your games

Get a hands-on experience of building a rigid body physics engine

Who This Book Is For

This book is for beginner to intermediate game developers. You don''t need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D.

What You Will Learn

Implement fundamental maths so you can develop solid game physics

Use matrices to encode linear transformations

Know how to check geometric primitives for collisions

Build a Physics engine that can create realistic rigid body behavior

Understand advanced techniques, including the Separating Axis Theorem

Create physically accurate collision reactions

Explore spatial partitioning as an acceleration structure for collisions

Resolve rigid body collisions between primitive shapes

In Detail

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!

Style and approach

Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

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