Book description
Discover over 100 easytofollow recipes to help you implement efficient game physics and collision detection in your games
About This Book
 Get a comprehensive coverage of techniques to create high performance collision detection in games
 Learn the core mathematics concepts and physics involved in depicting collision detection for your games
 Get a handson 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
 Implement fundamental maths so you can develop solid game physics
 Use matrices to encode linear transformations
 Know how to check geometric primitives for collisions
 Build a Physics engine that can create realistic rigid body behavior
 Understand advanced techniques, including the Separating Axis Theorem
 Create physically accurate collision reactions
 Explore spatial partitioning as an acceleration structure for collisions
 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 easytoread manner. Every topic explained in the book has clear, easy to understand code accompanying it.
Publisher resources
Table of contents

Game Physics Cookbook
 Table of Contents
 Game Physics Cookbook
 Credits
 About the Author
 Acknowledgements
 About the Reviewer
 Acknowledgements
 www.PacktPub.com
 Customer Feedback
 Preface
 1. Vectors
 2. Matrices
 3. Matrix Transformations
 4. 2D Primitive Shapes
 5. 2D Collisions
 6. 2D Optimizations
 7. 3D Primitive Shapes
 8. 3D Point Tests
 9. 3D Shape Intersections
 10. 3D Line Intersections

11. Triangles and Meshes
 Introduction
 Point in triangle
 Closest point triangle
 Triangle to sphere
 Triangle to Axis Aligned Bounding Box
 Triangle to Oriented Bounding Box
 Triangle to plane
 Triangle to triangle
 Robustness of the Separating Axis Theorem
 Raycast Triangle
 Linetest Triangle
 Mesh object
 Mesh optimization
 Mesh operations
 12. Models and Scenes
 13. Camera and Frustum
 14. Constraint Solving
 15. Manifolds and Impulses
 16. Springs and Joints
 A. Advanced Topics
 Index
Product information
 Title: Game Physics Cookbook
 Author(s):
 Release date: March 2017
 Publisher(s): Packt Publishing
 ISBN: 9781787123663
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