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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

2D points

A point is the simplest two-dimensional primitive we can implement. It is infinitely small; it has x and y coordinates. A good way to think of a 2D point is like an alternate representation of a 2D vector. A vector points to somewhere in space; a point is where the vector points to:

2D points

Getting ready

Since this is the first geometry object we are creating, we also need to create a new header file, Geometry2D.h. All future 2D geometry and intersection tests will be added to this file. Because a point has the same definition as a 2D vector, we're not going to create a new structure; instead we will redefine the vec2 struct as Point2D.

How to do it…

Follow these steps to create a new header file in which we will define 2D geometry:

  1. Create a new C++ header file; call this file Geometry2D.h.
  2. Add standard header guards to the file, and include vectors.h.
    #ifndef _H_2D_GEOMTRY_
    #define _H_2D_GEOMETRY_
    
    #include "vectors.h"
    
    #endif
  3. Because a point is practically the same thing...
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