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Game Physics Cookbook
book

Game Physics Cookbook

by Gabor Szauer
March 2017
Intermediate to advanced
480 pages
11h 3m
English
Packt Publishing
Content preview from Game Physics Cookbook

Chapter 7. 3D Primitive Shapes

Having covered 2D intersections, we are not ready to jump into 3D! Before we get into the specifics of how 3D intersections work, we must define several 3D primitives that we will be using throughout the rest of this book. In this chapter, we are going to cover the following 3D primitive shapes:

  • Point
  • Line
  • Ray
  • Sphere
  • AABB (Axis Aligned Bounding Box)
  • OBB (Oriented Bounding Box )
  • Plane
  • Triangle

Introduction

The concepts in this chapter will look familiar. This is because most 3D primitives have 2D counterparts, which we have already covered in Chapter 4, 2D Primitive Shapes. Having a strong understanding of the primitives covered in this chapter will be essential in creating the final physics engine of this book.

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Publisher Resources

ISBN: 9781787123663