Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games
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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!
Format: eBook
ISBN: 9781787120815
Length: 480 pages
Edition: 1
Published: March 24, 2017
Author: Gabor Szauer
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
A. Advanced Topics
Index
Implement game physics mechanics through clear examples.
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
What You'll 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
Audience
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.
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FAQs
On completion of order you'll receive an option to download the eBook in PDF or EPUB