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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 12. Models and Scenes

In this chapter, we are going to develop a Model class that attaches a transformation to a Mesh. We will then move on to managing large sets of models in a scene. Because a Scene can contain a large number of models, we will add an acceleration structure to the Scene. This chapter will cover the following topics:

  • The Model object
  • Operations on Models
  • The Scene object
  • Operations on the Scene
  • The Octree object
  • Octree contents
  • Octree operations
  • Octree Scene integration

Introduction

In order to represent meshes in the world, we need to add some kind of a transformation to the mesh. We do this by wrapping both the mesh and its related transformation data in a Model class. Instead of managing many independent models, like we have ...

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Publisher Resources

ISBN: 9781787123663