Book description
Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion.
The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism.
This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation.
Table of contents
- Cover page
- Game Physics Engine Development
- Copyright page
- Dedication page
- Table of contents (1/3)
- Table of contents (2/3)
- Table of contents (3/3)
- List of Figures
- Preface to the Second Edition
- Preface to the First Edition
- Acknowledgments
- About the Author
- Chapter 1. Introduction
- Part I: Particle Physics
- Part II: Mass Aggregate Physics
-
Part III: Rigid-Body Physics
-
Chapter 9. The Mathematics of Rotations
- 9.1 Rotating Objects in 2D (1/2)
- 9.1 Rotating Objects in 2D (2/2)
- 9.2 Orientation in 3D (1/2)
- 9.2 Orientation in 3D (2/2)
- 9.3 Angular Velocity and Acceleration
- 9.4 Implementing the Mathematics (1/6)
- 9.4 Implementing the Mathematics (2/6)
- 9.4 Implementing the Mathematics (3/6)
- 9.4 Implementing the Mathematics (4/6)
- 9.4 Implementing the Mathematics (5/6)
- 9.4 Implementing the Mathematics (6/6)
- 9.5 Summary
- 9.6 Exercises
- Chapter 10. Laws of Motion for Rigid Bodies
- Chapter 11. The Rigid-Body Physics Engine
-
Chapter 9. The Mathematics of Rotations
-
Part IV: Collision Detection
-
Chapter 12. Collision Detection
- 12.1 The Collision Detection Pipeline
- 12.2 Broad-Phase Collision Detection
- 12.3 Bounding Volume Hierarchies (1/4)
- 12.3 Bounding Volume Hierarchies (2/4)
- 12.3 Bounding Volume Hierarchies (3/4)
- 12.3 Bounding Volume Hierarchies (4/4)
- 12.4 Spatial Partitioning (1/3)
- 12.4 Spatial Partitioning (2/3)
- 12.4 Spatial Partitioning (3/3)
- 12.5 Summary
- 12.6 Exercises
-
Chapter 13. Generating Contacts
- 13.1 Collision Geometry
- 13.2 Contact Generation (1/2)
- 13.2 Contact Generation (2/2)
- 13.3 Simple Collision Algorithms (1/3)
- 13.3 Simple Collision Algorithms (2/3)
- 13.3 Simple Collision Algorithms (3/3)
- 13.4 Separating Axis Tests (1/2)
- 13.4 Separating Axis Tests (2/2)
- 13.5 Coherence
- 13.6 Summary
- 13.7 Exercises
-
Chapter 12. Collision Detection
-
Part V: Contact Physics
-
Chapter 14. Collision Resolution
- 14.1 Impulse and Impulsive Torque
- 14.2 Collision Impulses (1/3)
- 14.2 Collision Impulses (2/3)
- 14.2 Collision Impulses (3/3)
- 14.3 Resolving Interpenetration (1/2)
- 14.3 Resolving Interpenetration (2/2)
- 14.4 The Collision Resolution Process (1/4)
- 14.4 The Collision Resolution Process (2/4)
- 14.4 The Collision Resolution Process (3/4)
- 14.4 The Collision Resolution Process (4/4)
- 14.5 Summary
- 14.6 Exercises
- Chapter 15. Resting Contacts and Friction
- Chapter 16. Stability and Optimization
- Chapter 17. Putting It All Together
-
Chapter 14. Collision Resolution
- Part VI: Further Topics in Physics
- Glossary
- Bibliography
- Index (1/3)
- Index (2/3)
- Index (3/3)
Product information
- Title: Game Physics Engine Development, 2nd Edition
- Author(s):
- Release date: July 2010
- Publisher(s): CRC Press
- ISBN: 9780123819772
You might also like
book
Physics for Game Developers, 2nd Edition
If you want to enrich your game’s experience with physics-based realism, the expanded edition of this …
book
Game Engine Architecture, 2nd Edition
Hailed as a "must-have textbook" ( CHOICE, January 2010), the first edition of Game Engine Architecture …
book
Game Engine Architecture, Third Edition, 3rd Edition
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory …
book
Game Physics Cookbook
Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in …