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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

Solving constraints

In the last section, Integrating Particles, we made our particle class move using Euler Integration. The only force affecting particles was gravity. This means if you were to run the simulation, every particle would fall down without interacting with anything. In this section, we will introduce several unmovable constraints to the world. By the end of the section, particles will bounce around the screen as they hit constraints while falling under the force of gravity.

Our PhysicsSystem currently only supports OBB constraints; however, adding additional constraint types is a trivial task. We will use raycasting to find collision features between a constraint and a particle. Because we modified the raycast for all primitives to return the same data, implementing new constraint types will use very similar code.

Solving constraints is based on Newton's third law of motion:

Every action has an equal and opposite reaction

In this section, we will explore what to do when a...

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