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

Introduction


At this point, we know what the basic 2D primitive shapes are; now it's time to explore if two of them intersect. Some of these intersections are going to be simple to find, others will be a bit more challenging. For example, checking if two spheres intersect takes only a few lines of code, checking if two oriented boxes intersect requires much more work

We are going to cover the Separating Axis Theorem (SAT), more accurately the Hyperspace Separation Theorem in this chapter. The SAT is used to detect collision between arbitrary convex polygons. This makes the SAT algorithm an ideal generac purpose collision algorithm.

A convex polygon is one which does not fold in on its self. If you were to take every vertex of a polygon and stretch a rubber band around all the vertices, you would end up with a convex shape. In a convex polygon, a line between any two points on the polygon never goes outside of the polygon.