Game Physics Cookbook (eBook)

Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

(Autor)

eBook Download: EPUB
2017
480 Seiten
Packt Publishing (Verlag)
978-1-78712-081-5 (ISBN)

Lese- und Medienproben

Game Physics Cookbook - Gabor Szauer
Systemvoraussetzungen
32,39 inkl. MwSt
  • Download sofort lieferbar
  • Zahlungsarten anzeigen

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!


Collision Detection and Rigid body physics for Game DevelopmentKey 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 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!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 shapesWho this book is forThis 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.
Erscheint lt. Verlag 24.3.2017
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-78712-081-3 / 1787120813
ISBN-13 978-1-78712-081-5 / 9781787120815
Haben Sie eine Frage zum Produkt?
EPUBEPUB (Ohne DRM)

Digital Rights Management: ohne DRM
Dieses eBook enthält kein DRM oder Kopier­schutz. Eine Weiter­gabe an Dritte ist jedoch rechtlich nicht zulässig, weil Sie beim Kauf nur die Rechte an der persön­lichen Nutzung erwerben.

Dateiformat: EPUB (Electronic Publication)
EPUB ist ein offener Standard für eBooks und eignet sich besonders zur Darstellung von Belle­tristik und Sach­büchern. Der Fließ­text wird dynamisch an die Display- und Schrift­größe ange­passt. Auch für mobile Lese­geräte ist EPUB daher gut geeignet.

Systemvoraussetzungen:
PC/Mac: Mit einem PC oder Mac können Sie dieses eBook lesen. Sie benötigen dafür die kostenlose Software Adobe Digital Editions.
eReader: Dieses eBook kann mit (fast) allen eBook-Readern gelesen werden. Mit dem amazon-Kindle ist es aber nicht kompatibel.
Smartphone/Tablet: Egal ob Apple oder Android, dieses eBook können Sie lesen. Sie benötigen dafür eine kostenlose App.
Geräteliste und zusätzliche Hinweise

Buying eBooks from abroad
For tax law reasons we can sell eBooks just within Germany and Switzerland. Regrettably we cannot fulfill eBook-orders from other countries.

Mehr entdecken
aus dem Bereich