Learning Game Physics with Bullet Physics and OpenGL /
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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Publishing,
2013.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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.
- 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.
- 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.
- 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.
- 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.