Game physics cookbook
Discover over 100 easy-to-follow 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 d...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, England ; Mumbai, [India] :
Packt Publishing
2017.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630099806719 |
Tabla de Contenidos:
- Cover
- Copyright
- Credits
- About the Author
- Acknowledgements
- About the Reviewer
- Acknowledgements
- www.PacktPub.com
- Customer Feedback
- Table of Contents
- Preface
- Chapter 1: Vectors
- Introduction
- Vector definition
- Component-wise operations
- Dot product
- Magnitude
- Normalizing
- Cross product
- Angles
- Projection
- Reflection
- Chapter 2: Matrices
- Introduction
- Matrix definition
- Transpose
- Multiplication
- Identity matrix
- Determinant of a 2x2 matrix
- Matrix of minors
- Cofactor
- Determinant of a 3x3 matrix
- Operations on a 4x4 matrix
- Adjugate matrix
- Matrix inverse
- Chapter 3: Matrix Transformations
- Introduction
- Matrix majors
- Translation
- Scaling
- How rotations work
- Rotation matrices
- Axis angle rotation
- Vector matrix multiplication
- Transform matrix
- View matrix
- Projection matrix
- Chapter 4: 2D Primitive Shapes
- Introduction
- 2D points
- 2D lines
- Circle
- Rectangle
- Oriented rectangle
- Point containment
- Line intersection
- Chapter 5: 2D Collisions
- Introduction
- Circle to circle
- Circle to rectangle
- Circle to oriented rectangle
- Rectangle to rectangle
- Separating axis theorem
- Rectangle to oriented rectangle
- Oriented rectangle to oriented rectangle
- Chapter 6: 2D Optimizations
- Introduction
- Containing circle
- Containing rectangle
- Simple and complex shapes
- Quad tree
- Broad phase collisions
- Chapter 7: 3D Primitive Shapes
- Introduction
- Point
- Line segment
- Ray
- Sphere
- Axis Aligned Bounding Box
- Oriented Bounding Box
- Plane
- Triangle
- Chapter 8: 3D Point Tests
- Introduction
- Point and sphere
- Point and AABB
- Point and Oriented Bounding Box
- Point and plane
- Point and line
- Point and ray
- Chapter 9: 3D Shape Intersections
- Introduction
- Sphere-to-sphere.
- Sphere-to-AABB
- Sphere-to-OBB
- Sphere-to-plane
- AABB-to-AABB
- AABB-to-OBB
- AABB-to-plane
- OBB-to-OBB
- OBB-to-plane
- Plane-to-plane
- Chapter 10: 3D Line Intersections
- Introduction
- Raycast Sphere
- Raycast Axis Aligned Bounding Box
- Raycast Oriented Bounding Box
- Raycast plane
- Linetest Sphere
- Linetest Axis Aligned Bounding Box
- Linetest Oriented Bounding Box
- Linetest Plane
- Chapter 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
- Chapter 12: Models and Scenes
- Introduction
- The Model object
- Operations on models
- The Scene object
- Operations on the scene
- The Octree object
- Octree contents
- Operations on the Octree
- Octree scene integration
- Chapter 13: Camera and Frustum
- Introduction
- Camera object
- Camera controls
- Frustum object
- Frustum from matrix
- Sphere in frustum
- Bounding Box in frustum
- Octree culling
- Picking
- Chapter 14: Constraint Solving
- Introduction
- Framework introduction
- Raycast sphere
- Raycast Bounding Box
- Raycast plane and triangle
- Physics system
- Integrating particles
- Solving constraints
- Verlet Integration
- Chapter 15: Manifolds and Impulses
- Introduction
- Manifold for spheres
- Manifold for boxes
- Rigidbody Modifications
- Linear Velocity
- Linear Impulse
- Physics System Update
- Angular Velocity
- Angular Impulse
- Chapter 16: Springs and Joints
- Introduction
- Particle Modifications
- Springs
- Cloth
- Physics System Modification
- Joints
- Appendix: Advanced Topics.
- Introduction
- Generic collisions
- Stability improvements
- Springs
- Open source physics engines
- Books
- Online resources
- Summary
- Index.