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

Framework introduction


We have arrived at a place in the book where things are about to start moving. A large part of writing a physics engine is making sure that the physics simulation looks accurate. We need a simple, intuitive way to visualize our Physics System.

In order to visualize the movement of our physics code, we need to manage windowing and rendering. An application framework that handles windowing and rendering is provided with the downloadable code for this chapter. In this section, we will explore the framework that will be used to create windows and visualize our physics simulation.

Getting ready

In this section, we are going to explore the framework provided with this chapter. We will explore which files contain what code, how physics demos are hooked up to the framework, and what to do to add a new demo.

How to do it…

Follow these steps to explore the framework provided with the download code of this book:

  1. Navigate to the source directory of this chapter and open the included...