9781787123663-1787123669-Game Physics Cookbook

Game Physics Cookbook

ISBN-13: 9781787123663
ISBN-10: 1787123669
Author: Gabor Szauer
Publication date: 2017
Publisher: Packt Publishing
Format: Paperback 480 pages
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Book details

ISBN-13: 9781787123663
ISBN-10: 1787123669
Author: Gabor Szauer
Publication date: 2017
Publisher: Packt Publishing
Format: Paperback 480 pages

Summary

Game Physics Cookbook (ISBN-13: 9781787123663 and ISBN-10: 1787123669), written by authors Gabor Szauer, was published by Packt Publishing in 2017. With an overall rating of 3.9 stars, it's a notable title among other Graphics & Design books. You can easily purchase or rent Game Physics Cookbook (Paperback) from BooksRun, along with many other new and used Graphics & Design books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $1.58.

Description

Key FeaturesGet a comprehensive coverage of techniques to create high performance collision detection in gamesLearn the core mathematics concepts and physics involved in depicting collision detection for your gamesGet a hands-on experience of building a rigid body physics engineBook DescriptionPhysics 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 developmentā€•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!What you will learnImplement fundamental maths so you can develop solid game physicsUse matrices to encode linear transformationsKnow how to check geometric primitives for collisionsBuild a Physics engine that can create realistic rigid body behaviorUnderstand advanced techniques, including the Separating Axis TheoremCreate physically accurate collision reactionsExplore spatial partitioning as an acceleration structure for collisionsResolve rigid body collisions between primitive shapesAbout the AuthorGabor Szauer graduated from Full Sail University with a bachelor's degree in game development. He has been making video games professionally for over 6 years. He has worked on games for the Nintendo 3DS, Xbox 360, browser-based games, and mobile games.In his free time Gabor makes video games, researches video game-related technologies, and likes to design and construct furniture. Gabor currently resides in San Francisco, working in the mobile game industry.Table of ContentsVectorsMatricesMatrix Transformations2D Primitive Shapes2D Collisions2D Optimizations3D Primitive Shapes3D Point Tests3D Shape Intersections3D Line IntersectionsTriangles and MeshesModels and ScenesCamera and FrustumConstraint SolvingManifolds and ImpulsesSprings and JointsAdvanced Topics
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