Skip to Content
Physics for Game Developers, 2nd Edition
book

Physics for Game Developers, 2nd Edition

by Bryan Bywalec, David M Bourg
April 2013
Intermediate to advanced
575 pages
15h 54m
English
O'Reilly Media, Inc.
Content preview from Physics for Game Developers, 2nd Edition

Chapter 10. Implementing Collision Response

In this chapter, we’ll show you how to add a little excitement to the hovercraft example discussed in the preceding chapter. Specifically, we’ll add another hovercraft and show you how to add collision response so that the hovercraft can crash into each other and bounce off like a couple of bumper cars. This is an important element for many types of games, so it’s crucial that you understand the code that we’ll present here. Now would be a good time to go back and review Chapter 5 to refresh your memory on the fundamentals of rigid-body collision response since we’ll use the principles and formulas discussed there to develop the collision response algorithms for the hovercraft simulation. In Chapter 8 you saw how to implement linear collision response for particles, and now we’ll show you how to handle angular effects.

To start simply, we’ll first show you how to implement collision response as if the hovercraft were a couple of particles just like those in Chapter 8. This approach uses only linear impulse and does not include angular effects, so the results will be somewhat unrealistic for these hovercraft; however, this approach is applicable to other types of problems that you may be interested in (for example, billiard ball collisions). Plus, taking this approach allows us to show you very clearly the distinction between linear and angular effects. Including angular effects will make the simulation much more realistic; when the hovercraft ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

Game Physics Engine Development, 2nd Edition

Game Physics Engine Development, 2nd Edition

Ian Millington

Publisher Resources

ISBN: 9781449361037Errata Page