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

Physics System Modification

In the last section of this chapter, we will build a stable Cloth class. This class contains a set of particles and three spring systems. For the cloth to actually work, we have to call its physics simulation functions every frame. In this section, we will add cloth support to the PhysicsSystem.

Getting ready

In this section, we will make several modifications to the PhysicsSystem class to add support for cloth simulation.

How to do it…

Perform the following steps to add cloth support to our physics system:

  1. Include the Cloth.h header file in PhysicsSystem.h. Add a vector of Cloth pointers to the PhysicsSystem class. Add a function to register a new cloth into the vector and a function to clear the vector:

    // Start of file unchanced
    #include "Cloth.h"
    class PhysicsSystem {
        // Previous member variable declarations unchanged
        std::vector<Cloth*> cloths;
        // Previous member functions unchanged
        void AddCloth(Cloth* cloth);