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


A sphere is the 3D version of a circle. It is defined by a 3D point in space and a radius. Like a circle in 2D, in 3D the sphere is considered to be one of the simplest shapes we can implement. The simplicity of a sphere makes it very fast for collision detection:

Getting ready

We are going to declare a new Sphere structure in the Geometry3D.h header file. This structure will hold a position and a radius.

How to do it…

Follow these steps to implement a 3D sphere:

  1. Declare the Sphere structure in Geometry3D.h:

    typedef struct Sphere {
  2. Start by declaring the position and radius variables of the Sphere structure:

       Point position;
       float radius;
  3. Finish implementing the structure by adding a default constructor, and one which takes a point and radius to construct a sphere out of:

       inline Sphere() : radius(1.0f) { }
       inline Sphere(const Point& p, float r) :
           position(p), radius(r) { }
    } Sphere;

How it works…

The Sphere structure contains a position and a radius. It has two constructors...