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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

Chapter 11. Triangles and Meshes

In this chapter, we are going to cover intersection tests for a triangle. We defined the triangle in Chapter 7, 3D Primitive Shapes. Once the collision cases for a triangle are covered, we will create a more complicated mesh shape out of many triangles. This chapter will cover the following topics:

  • Point in triangle
  • Closest point triangle
  • Triangle to sphere
  • Triangle to Axis Aligned Bounding Box (AABB)
  • Triangle to Oriented Bounding Box (OBB)
  • Triangle to plane
  • Triangle to triangle
  • Robustness of the Separating Axis Theorem
  • Raycast triangle
  • Linetest triangle
  • Mesh object
  • Mesh optimization
  • Mesh operations
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