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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

Linear Impulse

In this section, we will explore resolving collisions using Impulses. Remember that an impulse is an instantaneous change in velocity. When two objects intersect, we will find the collision manifold between the objects and use this manifold to figure out what impulse will resolve the collision:

Linear Impulse

We will build our impulse-based collision resolution in two parts. These two parts are linear and angular impulse resolution. In this section, we will resolve linear impulses. This means that objects will not rotate; they will fall, stop falling, and rest on each other. In a later section of this chapter, we will add a rotational impulse to make our physics simulation more realistic.

Getting ready

In this section, we will implement two functions: FindCollisionFeatures and ApplyImpulse. The FindCollisionFeatures function will return the collision manifold between two RigidbodyVolume objects, and the ApplyImpulse function will use this manifold to apply an impulse to two colliding objects...

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