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

Particle Modifications

In this chapter, we will attach particles to springs to create a point mass system. A point mass system contains a number of points that have mass, but not volume. A particle fits this description perfectly. However, as it is, the Particle class does not expose all the functions that we need to achieve this. In order to develop the point mass system, we need to make a few modifications to the Particle class we developed in Chapter 14, Constraint Solving.

Getting ready

In this section, we will make several modifications to the public API of the Particle class. We will introduce setter functions for the mass and friction of particles. We will also introduce getter functions for the velocity and inverse mass of particles. Finally, we will implement a function to add an impulse to particles.

How to do it…

Follow the given steps to prepare the particle class to be used with springs:

  1. Declare the new methods that we will be adding to the Particle class in Particle.h:

    void AddImpulse...