- 480 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Game Physics Cookbook
About This Book
Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your gamesAbout This Bookā¢ Get a comprehensive coverage of techniques to create high performance collision detection in gamesā¢ Learn the core mathematics concepts and physics involved in depicting collision detection for your gamesā¢ Get a hands-on experience of building a rigid body physics engineWho This Book Is ForThis book is for beginner to intermediate game developers. You don't need to have a formal education in gamesāyou can be a hobbyist or indie developer who started making games with Unity 3D.What You Will Learnā¢ Implement fundamental maths so you can develop solid game physicsā¢ Use matrices to encode linear transformationsā¢ Know how to check geometric primitives for collisionsā¢ Build a Physics engine that can create realistic rigid body behaviorā¢ Understand advanced techniques, including the Separating Axis Theoremā¢ Create physically accurate collision reactionsā¢ Explore spatial partitioning as an acceleration structure for collisionsā¢ Resolve rigid body collisions between primitive shapesIn DetailPhysics 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 developmentācollision 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!Style and approachGain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.
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Game Physics Cookbook
Table of Contents
Table of contents
- Game Physics Cookbook