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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

Chapter 7. 3D Primitive Shapes

Having covered 2D intersections, we are not ready to jump into 3D! Before we get into the specifics of how 3D intersections work, we must define several 3D primitives that we will be using throughout the rest of this book. In this chapter, we are going to cover the following 3D primitive shapes:

  • Point
  • Line
  • Ray
  • Sphere
  • AABB (Axis Aligned Bounding Box)
  • OBB (Oriented Bounding Box )
  • Plane
  • Triangle
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