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|a Dickinson, Chris.
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|a Learning Game Physics with Bullet Physics and OpenGL /
|c Chris Diskinson.
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260 |
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|a Birmingham, UK :
|b Packt Publishing,
|c 2013.
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300 |
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|a 1 online resource (126 pages)
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336 |
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|a text
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|a computer
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Building a Game Application; Application components; Exploring the Bullet and FreeGLUT projects; Exploring Bullet's built-in demo applications; Starting a new project; Building the application layer; Configuring FreeGLUT; glutKeyboardFunc/glutKeyboardUpFunc; glutSpecialFunc/glutSpecialUpFunc; glutMouseFunc; glutMotionFunc/glutPassiveMotionFunc; glutReshapeFunc; glutDisplayFunc; glutIdleFunc; Initializing FreeGLUT; glutInit; glutInitDisplayMode.
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|a GlutInitWindowPosition/glutInitWindowSizeglutCreateWindow; glutSetOption; Launching FreeGLUT; Summary; Chapter 2: Rendering and User Input; Rendering the scene; Introducing double-buffering; Understanding the basics of camera; glIdentity; glFrustum; gluLookAt; glViewport; Basic rendering and lighting; Creating a simple box; Let there be light!; Normals; Creating ambient, diffuse, and specular lighting; Understanding depth testing; glLightfv; glEnable; glMaterialfv/glMateriali; glShadeModel; glDepthFunc; Coloring your box; Understanding rendering pipelines; User input and camera control.
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|a Implementing camera controlGathering user input; Summary; Chapter 3: Physics Initialization; The core bullet objects; The world object; The broad phase; The collision configuration; The collision dispatcher; The constraint solver; Creating the Bullet components; Creating our first physics object; The collision shape; The motion state; The collision object; Building a custom motion state; Creating a box; Rendering from transform data; Stepping the simulation; Summary; Chapter 4: Object Management and Debug Rendering; Handling multiple objects; Designing our objects; Rendering our objects.
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|a Storing our objectsCreating our objects; Debug rendering; Building the debug drawer; Introducing activation states; The domino effect; Summary; Chapter 5: Raycasting and Constraints; The power of raycasting; Picking rays; Destroying objects; Constraints; Understanding constraints; Picking up the objects; Building a constraint; Summary; Chapter 6: Events, Triggers, and Explosions; Building a collision event system; Explaining the persistent manifolds; Managing the collision event; Building trigger volumes; Disabling contact response; Force, torque, and impulse; Understanding the object motion.
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|a Applying forcesApplying impulses; Summary; Chapter 7: Collision Shapes; Spheres and cylinders; Convex hulls; Creating convex hulls from mesh data; Compound shapes; Summary; Chapter 8: Collision Filtering; Groups and masks; Defining linear and angular freedom; Summary; Chapter 9: Soft Body Dynamics; Soft body requirements; Initialization; Creating soft bodies; Rendering soft bodies; Summary; Index.
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520 |
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|a A comprehensive set of straight-forward, easy-to-follow tutorials in OpenGL and Bullet Physics that will teach you how modern game physics and 3D graphics work. If you're a beginner or intermediate programmer with a basic understanding of 3D mathematics, and you want a stronger foundation in 3D graphics and physics, then this book is perfect for you! You'll even learn some of the fundamental concepts in 3D mathematics and software design that lies beneath them both, discovering some techniques and tricks in graphics and physics that you can use in any game development project.
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546 |
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|a English.
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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|a Video games
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|i Print version:
|a Dickinson, Chris.
|t Learning Game Physics with Bullet Physics and OpenGL.
|d Birmingham : Packt Publishing, 2013
|z 9781783281886
|
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