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Game Physics Cookbook

Game Physics Cookbook

By : Gabor Szauer
4.3 (4)
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Game Physics Cookbook

Game Physics Cookbook

4.3 (4)
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 (19 chapters)
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18
Index

Multiplication


Like a vector, there are many ways to multiply a matrix. In this chapter we will cover multiplying matrices by a scalar or by another matrix. Scalar multiplication is component wise. Given a matrix M and a scalar s, scalar multiplication is defined as follows:

We can also multiply a matrix by another matrix. Two matrices, A and B, can be multiplied together only if the number of columns in A matches the number of rows in B. That is, two matrices can only be multiplied together if their inner dimensions match.

When multiplying two matrices together, the dimension of the resulting matrix will match the outer dimensions of the matrices being multiplied. If A is an matrix and B is an matrix, the product of AB will be an matrix. We can find each element of the matrix AB with the following formula:

This operation concatenates the transformations represented by the two matrices into one matrix. Matrix multiplication is not cumulative. . However, matrix multiplication is associative...

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Game Physics Cookbook
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