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

Quad tree


A quad tree recursively subdivides a game world into smaller and smaller sections. It's called a quad tree because each non-leaf node is divided into four smaller nodes. Usually, quad trees are dynamic, meaning they rearrange at runtime. Every node has a maximum number of children, if the number of objects in a node exceeds this, the node is split:

To build a quad tree we must start with a root node. This root node encompasses all of the objects in a given scene. If the root node contains more than some arbitrary number of game objects, it subdivides into four new leaf nodes. The same splitting process is recursively applied to each child. This leaves us with the edge case where some children are just too big. What happens if two objects happen to overlap at a point? No matter how far we subdivide, they will never separate:

To avoid this Infinite Subdivision, we can assign a maximum depth to the quad tree. But there are other edge cases to consider as well. What happens when an object...