Game Physics Cookbook 1st Edition by Gabor Szauer- Ebook PDF Instant Download/Delivery: 9781787120815, 1787120813
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Product details:
ISBN 10: 1787120813
ISBN 13: 9781787120815
Author: Gabor Szauer
About This Book
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Get a comprehensive coverage of techniques to create high performance collision detection in games
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Learn the core mathematics concepts and physics involved in depicting collision detection for your games
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Get a hands-on experience of building a rigid body physics engine
Who This Book Is For
This book is for beginner to intermediate game developers. You don’t need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D.
What You Will Learn
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Implement fundamental maths so you can develop solid game physics
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Use matrices to encode linear transformations
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Know how to check geometric primitives for collisions
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Build a Physics engine that can create realistic rigid body behavior
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Understand advanced techniques, including the Separating Axis Theorem
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Create physically accurate collision reactions
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Explore spatial partitioning as an acceleration structure for collisions
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Resolve rigid body collisions between primitive shapes
In Detail
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!
Style and approach
Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.
Game Physics Cookbook 1st Table of contents:
1. Vectors
Introduction
Vector definition
Getting ready
How to do it…
How it works…
There’s more…
The W component
Component-wise operations
Getting ready
How to do it…
How it works…
Addition
Subtraction
Multiplication (Vector and Scalar)
Comparison
There’s more…
Dot product
How to do it…
How it works…
There’s more…
Geometric definition
Magnitude
Getting ready
How to do it…
How it works…
There’s more…
Normalizing
Getting ready
How to do it…
How it works…
Cross product
Getting ready
How to do it…
How it works…
Angles
Getting ready
How to do it…
How it works…
There’s more…
Radians and degrees
Projection
Getting ready
How to do it…
How it works…
Reflection
Getting ready
How to do it…
How it works…
2. Matrices
Introduction
Matrix definition
Getting ready
How to do it…
How it works…
Transpose
Getting ready
How to do it…
How it works…
Multiplication
Getting ready
How to do it…
How it works…
Identity matrix
Getting ready
How to do it…
How it works…
Determinant of a 2×2 matrix
How to do it…
How it works…
Matrix of minors
Getting ready
How to do it…
How it works…
Minor of a 2×2 matrix
Minor of a 3×3 matrix
Cofactor
Getting ready
How to do it…
How it works…
Determinant of a 3×3 matrix
Getting ready
How to do it…
How it works…
Operations on a 4×4 matrix
Getting ready
How to do it…
How it works…
Adjugate matrix
Getting ready
How to do it…
How it works…
Matrix inverse
Getting ready
How to do it…
How it works…
There’s more…
Expanding the inverse
3. Matrix Transformations
Introduction
Matrix majors
Translation
Getting Ready
How to do it…
How it works…
Scaling
Getting ready
How to do it…
How it works…
How rotations work
Getting ready
How to do it…
How it works…
Rotation matrices
Getting ready
How to do it…
How it works…
X-Basis vector
Y-Basis vector
Z-Basis vector
There’s more…
X and Y rotation
Axis angle rotation
Getting ready
How to do it…
How it works…
Vector matrix multiplication
Getting ready
How to do it…
How it works…
Transform matrix
Getting ready
How to do it…
How it works…
View matrix
Getting ready
How to do it…
How it works…
Projection matrix
Getting ready
How to do it…
How it works…
4. 2D Primitive Shapes
Introduction
2D points
Getting ready
How to do it…
How it works…
2D lines
Getting ready
How to do it…
How it works…
Circle
Getting ready
How to do it…
How it works…
Rectangle
Getting ready
How to do it…
How it works…
Oriented rectangle
Getting ready
How to do it…
How it works…
Point containment
Getting ready
How to do it…
How it works…
Point on a line
Point in a circle
Point in a rectangle
Point in an oriented rectangle
Line intersection
Getting ready
How to do it…
How it works…
Line circle
Line rectangle
Line oriented rectangle
5. 2D Collisions
Introduction
Circle to circle
Getting ready
How to do it…
How it works…
Circle to rectangle
Getting ready
How to do it…
How it works…
There’s more…
Circle to oriented rectangle
Getting ready
How to do it…
How it works…
Rectangle to rectangle
Getting ready
How to do it…
How it works…
Separating Axis Theorem
Getting ready
How to do it…
How it works…
There’s more…
Determining which axis to test
Rectangle to oriented rectangle
Getting ready
How to do it…
How it works…
Oriented rectangle to oriented rectangle
Getting ready
How to do it…
How it works…
6. 2D Optimizations
Introduction
Containing circle
Getting ready
How to do it…
How it works…
Containing rectangle
Getting ready
How to do it…
How it works…
Simple and complex shapes
Getting ready
How to do it…
How it works…
Quad tree
Getting ready
How to do it…
How it works…
Broad phase collisions
Getting ready
How to do it…
How it works…
7. 3D Primitive Shapes
Introduction
Point
Getting ready
How to do it…
How it works…
Line segment
Getting ready
How to do it…
How it works…
Ray
Getting ready
How to do it…
How it works…
Sphere
Getting ready
How to do it…
How it works…
Axis Aligned Bounding Box
Getting ready
How to do it
How it works
Oriented Bounding Box
Getting ready
How to do it
How it works
Plane
Getting ready
How to do it
How it works
Triangle
Getting ready
How to do it
How it works
8. 3D Point Tests
Introduction
Point and sphere
Getting ready
How to do it…
How it works…
Point and AABB
Getting ready
How to do it…
How it works…
Point and Oriented Bounding Box
Getting ready
How to do it…
How it works…
Point and plane
Getting ready
How to do it…
How it works…
Point and line
Getting ready
How to do it…
How it works…
Point and ray
Getting ready
How to do it…
How it works…
9. 3D Shape Intersections
Introduction
Sphere-to-sphere
Getting ready
How to do it…
How it works…
Sphere-to-AABB
Getting ready
How to do it…
How it works…
Sphere-to-OBB
Getting ready
How to do it…
How it works…
Sphere-to-plane
Getting ready
How to do it…
How it works…
AABB-to-AABB
Getting ready
How to do it…
How it works…
AABB-to-OBB
Getting ready
How to do it…
How it works…
AABB-to-plane
Getting ready
How to do it…
How it works…
OBB-to-OBB
Getting ready
How to do it…
How it works…
OBB-to-plane
Getting ready
How to do it…
How it works…
Plane-to-plane
Getting ready
How to do it…
How it works…
10. 3D Line Intersections
Introduction
Raycast Sphere
Getting ready
How to do it…
How it works…
Raycast Axis Aligned Bounding Box
Getting ready
How to do it…
How it works…
Raycast Oriented Bounding Box
Getting ready
How to do it…
How it works…
Raycast plane
Getting ready
How to do it…
How it works…
Linetest Sphere
Getting ready
How to do it…
How it works…
Linetest Axis Aligned Bounding Box
Getting ready
How to do it…
How it works…
Linetest Oriented Bounding Box
Getting ready
How to do it…
How it works…
Linetest Plane
Getting ready
How to do it…
How it works…
11. Triangles and Meshes
Introduction
Point in triangle
Getting ready
How to do it…
How it works…
Closest point triangle
Getting ready
How to do it…
How it works…
Triangle to sphere
Getting ready
How to do it…
How it works…
Triangle to Axis Aligned Bounding Box
Getting ready
How to do it…
How it works…
Triangle to Oriented Bounding Box
Getting ready
How to do it…
How it works…
Triangle to plane
Getting ready
How to do it…
How it works…
Triangle to triangle
Getting ready
How to do it…
How it works…
Robustness of the Separating Axis Theorem
Getting ready
How to do it…
How it works…
Raycast Triangle
Getting ready
How to do it…
How it works…
Linetest Triangle
Getting ready
How to do it…
How it works…
Mesh object
Getting ready
How to do it…
How it works…
Mesh optimization
Getting ready
How to do it…
How it works…
Mesh operations
Getting ready
How to do it…
How it works…
There’s more…
12. Models and Scenes
Introduction
The Model object
Getting ready
How to do it…
How it works…
Operations on models
Getting ready
How to do it…
How it works…
The Scene object
Getting ready
How to do it…
How it works…
There’s more
Operations on the scene
Getting ready
How to do it…
How it works…
The Octree object
Getting ready
How to do it…
How it works…
Octree contents
Getting ready
How to do it…
How it works…
Operations on the Octree
Getting ready
How to do it…
How it works…
Octree scene integration
Getting ready
How to do it…
How it works…
13. Camera and Frustum
Introduction
Camera object
Getting ready
How to do it…
How it works…
Camera controls
Getting ready
How to do it…
How it works…
Frustum object
Getting ready
How to do it…
How it works…
Frustum from matrix
Getting ready
How to do it…
How it works…
Sphere in frustum
Getting ready
How to do it…
How it works…
Bounding Box in frustum
Getting ready
How to do it…
How it works…
Octree culling
Getting Ready
How to do it…
How it works…
Picking
Getting ready
How to do it…
How it works…
There’s more…
14. Constraint Solving
Introduction
Framework introduction
Getting ready
How to do it…
How it works…
There’s more…
Raycast sphere
Getting ready
How to do it…
How it works…
Raycast Bounding Box
Getting ready
How to do it…
How it works…
Raycast plane and triangle
Getting ready
How to do it…
How it works…
Physics system
Getting ready
How to do it…
How it works…
Integrating particles
Getting ready
How to do it…
How it works…
There’s more…
Solving constraints
Getting ready
How to do it…
How it works…
Verlet Integration
Getting ready
How to do it…
How it works…
15. Manifolds and Impulses
Introduction
Manifold for spheres
Getting ready
How to do it…
How it works…
Manifold for boxes
Getting ready
How to do it…
How it works…
There’s more…
Duplicate points
Rigidbody Modifications
Getting ready
How to do it…
How it works…
Linear Velocity
Getting ready
How to do it…
How it works…
Linear Impulse
Getting ready
How to do it…
How it works…
Linear Impulse
Friction
There’s more…
Physics System Update
Getting ready
How to do it…
How it works…
Angular Velocity
Angular Velocity and Acceleration
Tangential Acceleration
Centripetal Acceleration
Torque
Inertia Tensor
Getting ready
How to do it…
How it works…
There’s more…
Tensors
Angular Impulse
Getting ready
How to do it…
How it works…
There’s more…
Non-linear projection
16. Springs and Joints
Introduction
Particle Modifications
Getting ready
How to do it…
How it works…
Springs
Getting ready
How to do it…
How it works…
Cloth
Getting ready
How to do it…
How it works…
Physics System Modification
Getting ready
How to do it…
How it works…
Joints
Getting ready
How to do it…
How it works…
There’s more…
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