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Game Physics Cookbook

You're reading from  Game Physics Cookbook

Product type Book
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Pages 480 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer

Table of Contents (27) Chapters

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors 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 Advanced Topics Index

Summary


We covered a lot of ground in this book. I want to take a minute and reflect on all the topics we covered, and the learning that is still ahead.

Chapters 1, 2, and 3 covered the basics of Linear Algebra. Having this mathematical foundation is central to writing a physics engine!

Chapters 4, 5, and 6 covered what two-dimensional primitives are and how to detect intersections between them.

Chapters 8, 9, and 10 covered what three-dimensional primitives are and the most efficient way to determine intersections between them.

Chapters 11, 12, and 13 covered meshes, scenes, and scene organization. These skills become important as you construct larger and more elaborate scenes.

Finally, chapters 14, 15, and 16 covered physics. Throughout these three chapters, we built a very basic physics engine. Even though the engine is basic, we did some interesting things with it. We implemented particle physics, rigid body physics, and soft body physics (cloth), all in the same engine.

In the appendix, you were given several book and open source game engine references. Reading the source code of open source engines is very important. Topics covered in books and academic papers are often easier to understand when you can go through the code that is executing. I highly encourage for the first resource be reading through the Box2D Lite source code after reading this book.

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