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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

Linear Velocity

The next step in making our physics engine more realistic is in creating the RigidbodyVolume class. This new class will have a shape and volume. The shape will be a sphere or a box. This new class will have Linear Velocity. Linear Velocity moves an object in a linear fashion, which means that there will be no rotation. Gravity pulling a sphere straight down is a linear motion caused by Linear Velocity.

Ideally, we would want the collision shape (Sphere or Box) to be stored outside the RigidbodyVolume class. However, for the sake of keeping the code presented in this book easy to follow, we will include the collision shape in the RigidbodyVolume class.

The RigidbodyVolume class will perform Euler Integration. We will include the variables needed for Euler Integration (position, velocity, forces and mass) in the new class. All the new variables will be public. These variables will be directly accessable as opposed to having accessor and mutator functions. We do this to keep...

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