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...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing,
2017.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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 depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games--you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development--collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and appr ... |
Beschreibung: | Raycast plane and triangle. |
Beschreibung: | 1 online resource (481 pages) |
ISBN: | 9781787120815 1787120813 |
Internformat
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100 | 1 | |a Szauer, Gabor. | |
245 | 1 | 0 | |a Game Physics Cookbook. |
260 | |a Birmingham : |b Packt Publishing, |c 2017. | ||
300 | |a 1 online resource (481 pages) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
588 | 0 | |a Print version record. | |
505 | 0 | |a 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. | |
505 | 8 | |a 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. | |
505 | 8 | |a 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. | |
505 | 8 | |a 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. | |
505 | 8 | |a 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. | |
500 | |a Raycast plane and triangle. | ||
520 | |a 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 depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games--you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development--collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and appr ... | ||
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a Physics |x Data processing. | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a Physique |x Informatique. | |
650 | 7 | |a COMPUTERS |x Programming |x Games. |2 bisacsh | |
650 | 7 | |a COMPUTERS |x Programming |x General. |2 bisacsh | |
650 | 7 | |a COMPUTERS |x Computer Graphics. |2 bisacsh | |
650 | 7 | |a Video games |x Programming |2 fast | |
650 | 7 | |a Physics |x Data processing |2 fast | |
758 | |i has work: |a Game physics cookbook (Text) |1 https://id.oclc.org/worldcat/entity/E39PCH3jB9VC4JkVTtGRXpKgqP |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Szauer, Gabor. |t Game Physics Cookbook. |d Birmingham : Packt Publishing, ©2017 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn980842734 |
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adam_text | |
any_adam_object | |
author | Szauer, Gabor |
author_facet | Szauer, Gabor |
author_role | |
author_sort | Szauer, Gabor |
author_variant | g s gs |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | T - Technology |
callnumber-label | T55 |
callnumber-raw | T55.4-60.8 |
callnumber-search | T55.4-60.8 |
callnumber-sort | T 255.4 260.8 |
callnumber-subject | T - General Technology |
collection | ZDB-4-EBA |
contents | 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. |
ctrlnum | (OCoLC)980842734 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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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.</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Raycast plane and triangle.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">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 depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games--you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development--collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! 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id | ZDB-4-EBA-ocn980842734 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:27:46Z |
institution | BVB |
isbn | 9781787120815 1787120813 |
language | English |
oclc_num | 980842734 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (481 pages) |
psigel | ZDB-4-EBA |
publishDate | 2017 |
publishDateSearch | 2017 |
publishDateSort | 2017 |
publisher | Packt Publishing, |
record_format | marc |
spelling | Szauer, Gabor. Game Physics Cookbook. Birmingham : Packt Publishing, 2017. 1 online resource (481 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Print version record. 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. Raycast plane and triangle. 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 depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games--you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development--collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and appr ... Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Physics Data processing. Jeux vidéo Programmation. Physique Informatique. COMPUTERS Programming Games. bisacsh COMPUTERS Programming General. bisacsh COMPUTERS Computer Graphics. bisacsh Video games Programming fast Physics Data processing fast has work: Game physics cookbook (Text) https://id.oclc.org/worldcat/entity/E39PCH3jB9VC4JkVTtGRXpKgqP https://id.oclc.org/worldcat/ontology/hasWork Print version: Szauer, Gabor. Game Physics Cookbook. Birmingham : Packt Publishing, ©2017 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1587478 Volltext |
spellingShingle | Szauer, Gabor Game Physics Cookbook. 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. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Physics Data processing. Jeux vidéo Programmation. Physique Informatique. COMPUTERS Programming Games. bisacsh COMPUTERS Programming General. bisacsh COMPUTERS Computer Graphics. bisacsh Video games Programming fast Physics Data processing fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 |
title | Game Physics Cookbook. |
title_auth | Game Physics Cookbook. |
title_exact_search | Game Physics Cookbook. |
title_full | Game Physics Cookbook. |
title_fullStr | Game Physics Cookbook. |
title_full_unstemmed | Game Physics Cookbook. |
title_short | Game Physics Cookbook. |
title_sort | game physics cookbook |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Physics Data processing. Jeux vidéo Programmation. Physique Informatique. COMPUTERS Programming Games. bisacsh COMPUTERS Programming General. bisacsh COMPUTERS Computer Graphics. bisacsh Video games Programming fast Physics Data processing fast |
topic_facet | Video games Programming. Physics Data processing. Jeux vidéo Programmation. Physique Informatique. COMPUTERS Programming Games. COMPUTERS Programming General. COMPUTERS Computer Graphics. Video games Programming Physics Data processing |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1587478 |
work_keys_str_mv | AT szauergabor gamephysicscookbook |