Game physics cookbook: discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Birmingham ; Mumbai
Packt
March 2017
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xii, 456 Seiten Illustrationen |
ISBN: | 9781787123663 |
Internformat
MARC
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245 | 1 | 0 | |a Game physics cookbook |b discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games |c Gabor Szauer |
264 | 1 | |a Birmingham ; Mumbai |b Packt |c March 2017 | |
300 | |a xii, 456 Seiten |b Illustrationen | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
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Datensatz im Suchindex
_version_ | 1804177558012428288 |
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adam_text | Table of Contents
Preface vii
Chapter 1: Vectors 1
Introduction 1
Vector definition 2
Component-wise operations 5
Dot product 11
Magnitude 13
Normalizing 16
Cross product 17
Angles 20
Projection 22
Reflection 26
Chapter 2: Matrices 31
Introduction 31
Matrix definition 32
Transpose 35
Multiplication 38
Identity matrix 41
Determinant of a 2x2 matrix 43
Matrix of minors 44
Cofactor 48
Determinant of a 3x3 matrix 49
Operations on a 4x4 matrix 51
Adjugate matrix 54
Matrix inverse 55
Table of Contents
Chapter 3i Matrix Transformations
Introduction
Matrix majors
Translaticin
:
Scaling i
How rotations work
Rotation matrices
Axis angle rotation
Vector matrix multiplication
Transform matrix
59
59
60
62
64
65
68
76
79
82
View matrix 84
Projection i matrix 86
Chapter 4: 2D Primitive Shapes _ . 91
Introducti on 91
2D points 92
2D lines 93
Circle 95
Recta ngh k 96
Oriented i ectangle 98
Point con :ainment 100
Line inter section 103
Chapter 5 : 2D Collisions 107
mm fl i 1 1
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
108
109
112
114
116
121
125
129
Introduction
Containing circle
Containing rectangle
Simple and complex shapes
Quad tree
Broad phase collisions
129
130
132
133
135
144
Table of Contents
Chapter 7: 3D Primitive Shapes 147
Introduction 147
Point 148
Line segment 149
Ray 151
Sphere 152
Axis Aligned Bounding Box 154
Oriented Bounding Box 156
Plane 158
Triangle 160
Chapter 8:3D Point Tests 163
Introduction 163
Point and sphere 164
Point and AABB 166
Point and Oriented Bounding Box 168
Point and plane 171
Point and line 172
Point and ray 174
Chapter 9:3D Shape Intersections 177
Introduction 177
Sphere-to-sphere 178
Sphere-to-AABB 179
Sphere-to-OBB 180
Sphere-to-plane 182
AABB-to-AABB 183
AABB-to-OBB 184
AABB-to-plane 190
OBB-to-OBB 192
OBB-to-plane 194
Plane-to-plane 197
Chapter 10:3D Line Intersections 199
Introduction 199
Raycast Sphere 200
Raycast Axis Aligned Bounding Box 204
Raycast Oriented Bounding Box 209
Raycast plane 214
Linetest Sphere 216
Linetest Axis Aligned Bounding Box 217
Linetest Oriented Bounding Box 219
Linetest Plane 220
-[֊ml-
Table of Contents
Chapter 11: Triangles and Meshes 223
Introduction 223
Point in triangle 224
Closest point triangle 226
Triangle to sphere 229
Triangle to Axis Aligned Bounding Box 230
Triangle to Oriented Bounding Box 233
Triangle to plane 235
Triangle to triangle 237
Robustness of the Separating Axis Theorem 240
Raycast Triangle 244
Linetest Triangle 249
Mesh object 250
Mesh optimization 251
Mesh operations 258
Chapter 12: Models and Scenes 263
Introduction 263
The Model object 264
Operations on models 267
The Scene object 272
Operations on the scene 275
The Octree object 279
Octree contents 281
Operations on the Octree 283
Octree scene integration 288
Chapter 13: Camera and Frustum 293
Introduction 293
Camera object 294
Camera controls 302
Frustum object 306
Frustum from matrix 310
Sphere in frustum 313
Bounding Box in frustum 315
Octree culling 319
Picking 321
Chapter 14: Constraint Solving 327
Introduction 327
Framework introduction 328
Raycast sphere 333
Table of Contents
Raycast Bounding Box 336
Raycast plane and triangle 342
Physics system 346
Integrating particles 351
Solving constraints 356
Verlet Integration 360
Chapter 15: Manifolds and Impulses 363
Introduction 363
Manifold for spheres 364
Manifold for boxes 369
Rigidbody Modifications 380
Linear Velocity 381
Linear Impulse 386
Physics System Update 393
Angular Velocity 399
Angular Impulse 407
Chapter 16: Springs and Joints 413
Introduction 413
Particle Modifications 414
Springs 416
Cloth 421
Physics System Modification 431
Joints 434
Appendix: Advanced Topics 437
Introduction 437
Generic collisions 438
Stability improvements 441
Springs 443
Open source physics engines 444
Books 446
Online resources 447
Summary 448
Index 449
|
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building | Verbundindex |
bvnumber | BV044331964 |
classification_rvk | ST 324 |
ctrlnum | (OCoLC)1002278109 (DE-599)BVBBV044331964 |
discipline | Informatik |
format | Book |
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id | DE-604.BV044331964 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:49:59Z |
institution | BVB |
isbn | 9781787123663 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029735193 |
oclc_num | 1002278109 |
open_access_boolean | |
owner | DE-355 DE-BY-UBR |
owner_facet | DE-355 DE-BY-UBR |
physical | xii, 456 Seiten Illustrationen |
publishDate | 2017 |
publishDateSearch | 2017 |
publishDateSort | 2017 |
publisher | Packt |
record_format | marc |
spelling | Szauer, Gabor Verfasser (DE-588)1136477837 aut Game physics cookbook discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Gabor Szauer Birmingham ; Mumbai Packt March 2017 xii, 456 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Computerspiel (DE-588)4010457-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Mathematik (DE-588)4037944-9 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s Mathematik (DE-588)4037944-9 s DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029735193&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Szauer, Gabor Game physics cookbook discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Mathematik (DE-588)4037944-9 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4076370-5 (DE-588)4037944-9 |
title | Game physics cookbook discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games |
title_auth | Game physics cookbook discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games |
title_exact_search | Game physics cookbook discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games |
title_full | Game physics cookbook discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Gabor Szauer |
title_fullStr | Game physics cookbook discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Gabor Szauer |
title_full_unstemmed | Game physics cookbook discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games Gabor Szauer |
title_short | Game physics cookbook |
title_sort | game physics cookbook discover over 100 easy to follow recipes to help you implement efficient game physics and collision detection in your games |
title_sub | discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games |
topic | Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Mathematik (DE-588)4037944-9 gnd |
topic_facet | Computerspiel Programmierung Mathematik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029735193&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT szauergabor gamephysicscookbookdiscoverover100easytofollowrecipestohelpyouimplementefficientgamephysicsandcollisiondetectioninyourgames |