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Game Physics Cookbook
Game Physics Cookbook

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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Game Physics Cookbook

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Key benefits

  • Get a comprehensive coverage of techniques to create high performance collision detection in games
  • Learn the core mathematics concepts and physics involved in depicting collision detection for your games
  • Get a hands-on experience of building a rigid body physics engine

Description

Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You’ll begin by building a strong foundation in mathematics that will be used throughout the book. We’ll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We’ll explore advanced physics topics such as constraint solving. You’ll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!

Who is this book for?

This book is for beginner to intermediate game developers. You don’t need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D.

What you will learn

  • Implement fundamental maths so you can develop solid game physics
  • Use matrices to encode linear transformations
  • Know how to check geometric primitives for collisions
  • Build a Physics engine that can create realistic rigid body behavior
  • Understand advanced techniques, including the Separating Axis Theorem
  • Create physically accurate collision reactions
  • Explore spatial partitioning as an acceleration structure for collisions
  • Resolve rigid body collisions between primitive shapes

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Mar 24, 2017
Length: 480 pages
Edition : 1st
Language : English
ISBN-13 : 9781787120815
Vendor :
Unity Technologies
Languages :
Concepts :
Tools :

What do you get with eBook?

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Product Details

Publication date : Mar 24, 2017
Length: 480 pages
Edition : 1st
Language : English
ISBN-13 : 9781787120815
Vendor :
Unity Technologies
Languages :
Concepts :
Tools :

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Frequently bought together


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Total 111.97
Game Physics Cookbook
€32.99
Game Development Patterns and Best Practices
€36.99
Practical Game AI Programming
€41.99
Total 111.97 Stars icon

Table of Contents

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

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.3
(4 Ratings)
5 star 50%
4 star 25%
3 star 25%
2 star 0%
1 star 0%
Billy Feb 26, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Good book.Now I can build my flight simulator
Amazon Verified review Amazon
Jonathan Jul 22, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is is a great book. They say you can’t judge a book by its cover. I say you can judge it by its source code. I bought two other game physics books and this is the only one I successfully converted to C for Mac while reading through it. I searched Google for game physics source code and found this book’s source code on GitHub. I learned the hard way that if you can’t download the source code and the code in the book is not complete don’t buy it! The only thing I would change is to get rid of the 2D chapters and replace them with terrain and plane collision response recipes later on. Also, there are a ton of typos in the recipe descriptions, but the book’s formulas and code worked fine. And I always had the GiHub source code download to refer back to. Note that in the book it mostly explains how to get the physics working and not the OpenGL graphics. However, the GitHub download should have working OpenGL code. If you are looking for a good game physics book, Game Physics Cookbook is the one to buy.
Amazon Verified review Amazon
Persnickety Sep 26, 2017
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
If you are new to computer physics programming then this is a must have book. It keeps things simple and direct. Explanations are well done and the math is kept simple. I combined this with the "real time collision detection" book and feel like I have a good grounding in the 3d game physics area. Both books tend to focus on basic shapes and their interactions but also give plenty of good info on using those basic shapes to build more sophisticated physical interactions. Where this books falls short is in the 2D area, and this is the reason I took away 1/2 star. In one place the 2D code uses a point slope form of the line to compute an intersection and introduces a divide by zero error directly in the code. The other 1/2 star is taken away due to numerous coding errors and inconsistencies throughout the text. Also the errata for the book is practically nil.But don't let that put you off: the book is an excellent intro to physics programming in general.
Amazon Verified review Amazon
John Hague Dec 14, 2020
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
Whilst this book provides a useful revision for game industry techniques, this edition cannot be recommended to new starters in the field. This is because this edition is packed with typos and mistakes in both text and code snippets. You must use the GitHub code in conjunction to review and iron out these mistakes: which is a disappointing lack of attention to detail before the book went to press.
Amazon Verified review Amazon
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