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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 14. Constraint Solving

We have finally made it to the part of the book where we can stop talking about theory and actually implement some physics. By the end of this chapter you will have several particles bouncing around the screen colliding with obstacles. In order to achieve this, we will cover the following topics in this chapter:

  • Introduction to the Windowing Framework
  • Modifying Raycast against sphere
  • Modifying Raycast against Bounding Boxes
  • Modifying Raycast against plane and triangle
  • Basic Physics System
  • Integrating Particles
  • Solving Constraints
  • Verlet Integration
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