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...

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Detalles Bibliográficos
Otros Autores: Szauer, Gabor, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England ; Mumbai, [India] : Packt Publishing 2017.
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.