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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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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

Introduction

In this chapter, we are going to start implementing actual physics. All of the physics related code will be provided within the chapter. A framework for creating windows and visualizing our Physics System is provided with the downloadable materials for this book. Things such as window management and graphics are outside the scope of this book. We will, however, dedicate a section of this chapter to exploring the framework provided so you can build new physics simulations without having to rewrite the visualization layer.

After we cover the framework provided with this book, we will start implementing our first physics simulation. In this chapter, we focus on particles, the laws of motion, and integrating the equations of motion. Particles are a logical starting point for physics as they have mass, but not volume. This will allow us to focus on integration without having to worry about things like rotation.

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