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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

Triangles are unique as they are represented by three coplanar points. This means that a triangle will always be on a plane. This makes rendering triangles efficient, and it also makes collision detection of triangles efficient. The efficiency of triangles comes from the fact that many tests can assume that a triangle.

In this chapter, we are going to use triangles to represent a 3D model. This approach has one major limitation; we can only test for intersection, not containment. Testing for containment will require a convex hull. The convex hull will be briefly covered in Appendix, Advanced Topics.

The triangle primitive was covered in Chapter 7, 3D Primitive Shapes. This chapter will focus on intersection tests for triangles and building 3D models out of triangles.

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