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
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
Index

Frustum from matrix


In the last section, we created a Frustum primitive. We know that a frustum is made up of six planes: near, far, top, bottom, left, and right. In this section, we will explore how to extract those six planes from a view-projection matrix.

Getting ready

We are going to add a new method to the Camera class. This new method will create a frustum from the camera. In order for the Camera class to know what a Frustum is, we need to include Geometry3D.h in Camera.h.

How to do it…

Follow these steps to build a frustum out of the camera's view and projection matrices:

  1. Add the public GetFrustum function to the Camera class in Camera.h:

    class Camera {
       // Existing class implementation not listed
       // The GetFrusutm function is new
       Frustum GetFrustum();
    };
  2. Begin implementing the new GetFrustum function in Camera.cpp by creating a view-projection matrix; store each column of this matrix as a vector:

    Frustum Camera::GetFrustum() {
       Frustum result;
  3. Build out the view projection matrix...