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

Sphere in frustum


Now that we can get the view frustum of a camera, we will explore how to check primitives for intersection against the frustum. We will start by checking if a point or sphere intersects the frustum. This intersection test will also handle containment:

Getting ready

In this section, we are going to implement two intersection functions. The first function will test if a point is inside of a frustum. The second function will check if a sphere intersects a frustum. Both functions handle containment as well as intersection.

How to do it…

Follow these steps to implement intersection tests for a point and a sphere against a Frustum:

  1. Declare the functions to test a point and a sphere against a frustum in Geometry3D.h:

    bool Intersects(const Frustum& f, const Point& p);
    bool Intersects(const Frustum& f, const Sphere& s);
  2. Implement the point Intersects function in Geometry3D.cpp:

    bool Intersects(const Frustum& f, const Point& p) {
       for (int i = 0; i < 6; ++i)...