Book Image

Game Physics Cookbook

By : Gabor Szauer
Book Image

Game Physics Cookbook

By: Gabor Szauer

Overview of this book

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!
Table of Contents (27 chapters)
Game Physics Cookbook
About the Author
About the Reviewer
Customer Feedback

Raycast plane

To Raycast against a plane we must find a point which is on the plane being cast against and also along the normal of the ray. We know a point is on the surface of a plane if it satisfies the plane equation. If no point along the ray satisfies the plane equation, the ray and plane do not intersect:

Getting ready

We are going to implement a function that performs a Raycast against a plane. This function will return t, the time along the ray at which it intersects the plane. If there is no intersection, the value of t will be negative.

How to do it…

Follow these steps to implement raycasting against a plane:

  1. Declare the Raycast function in Geometry3D.h:

    float Raycast(const Plane& plane, const Ray& ray);
  2. Implement the Raycast function in Geometry3D.cpp:

    float Raycast(const Plane& plane, const Ray& ray) {
       float nd = Dot(ray.direction, plane.normal);
       float pn = Dot(ray.origin, plane.normal);
  3. The nd variable must be less than zero for the ray to intersect the plane....