Learning Game Physics with Bullet Physics and OpenGL:
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK
Packt Publishing
2013
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Schlagworte: | |
Online-Zugang: | FAW01 FAW02 |
Beschreibung: | 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 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 |
Beschreibung: | 126 pages |
ISBN: | 9781461949244 1461949246 9781783281886 178328188X 1783281871 9781783281879 |
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500 | |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 | ||
500 | |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 | ||
500 | |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 | ||
500 | |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 | ||
500 | |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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Datensatz im Suchindex
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any_adam_object | |
author | Dickinson, Chris |
author_facet | Dickinson, Chris |
author_role | aut |
author_sort | Dickinson, Chris |
author_variant | c d cd |
building | Verbundindex |
bvnumber | BV043777369 |
collection | ZDB-4-EBA ZDB-4-ITC |
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dewey-full | 005.13 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
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discipline | Informatik |
format | Electronic eBook |
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id | DE-604.BV043777369 |
illustrated | Not Illustrated |
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isbn | 9781461949244 1461949246 9781783281886 178328188X 1783281871 9781783281879 |
language | English |
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physical | 126 pages |
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spelling | Dickinson, Chris Verfasser aut Learning Game Physics with Bullet Physics and OpenGL Chris Diskinson Birmingham, UK Packt Publishing 2013 126 pages txt rdacontent c rdamedia cr rdacarrier 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 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 Video games / Design COMPUTERS / Programming Languages / General bisacsh GAMES / Video & Electronic bisacsh Video games / Design fast Video games Design Computerspiel (DE-588)4010457-6 gnd rswk-swf Physikalisches System (DE-588)4174610-7 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Physikalisches System (DE-588)4174610-7 s 1\p DE-604 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Dickinson, Chris Learning Game Physics with Bullet Physics and OpenGL Video games / Design COMPUTERS / Programming Languages / General bisacsh GAMES / Video & Electronic bisacsh Video games / Design fast Video games Design Computerspiel (DE-588)4010457-6 gnd Physikalisches System (DE-588)4174610-7 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4174610-7 |
title | Learning Game Physics with Bullet Physics and OpenGL |
title_auth | Learning Game Physics with Bullet Physics and OpenGL |
title_exact_search | Learning Game Physics with Bullet Physics and OpenGL |
title_full | Learning Game Physics with Bullet Physics and OpenGL Chris Diskinson |
title_fullStr | Learning Game Physics with Bullet Physics and OpenGL Chris Diskinson |
title_full_unstemmed | Learning Game Physics with Bullet Physics and OpenGL Chris Diskinson |
title_short | Learning Game Physics with Bullet Physics and OpenGL |
title_sort | learning game physics with bullet physics and opengl |
topic | Video games / Design COMPUTERS / Programming Languages / General bisacsh GAMES / Video & Electronic bisacsh Video games / Design fast Video games Design Computerspiel (DE-588)4010457-6 gnd Physikalisches System (DE-588)4174610-7 gnd |
topic_facet | Video games / Design COMPUTERS / Programming Languages / General GAMES / Video & Electronic Video games Design Computerspiel Physikalisches System |
work_keys_str_mv | AT dickinsonchris learninggamephysicswithbulletphysicsandopengl |