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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
Clasificación:Libro Electrónico
Autor principal: Szauer, Gabor
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, 2017.
Temas:
Acceso en línea:Texto completo
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 TransformationsIntroduction; 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 OptimizationsIntroduction; 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-planeOBB-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 TriangleMesh 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.