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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
Languages
Tools
Concepts
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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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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

Frustum object

A camera's viewing volume can be represented by a frustum. A frustum is made up of six planes, visually it looks like a pyramid with its peek truncated:

Frustum object

The frustum is composed of the top, bottom, left, right, near, and far planes. The normal of each plane points inward, towards the center of the frustum:

Frustum object

Having a view Frustum is very useful in graphics. We can use the frustum to render only what is visible to the camera. We don't need a Frustum primitive for our engine to work, but it is a very useful primitive to have in our toolbox.

Getting ready

We are going to create a new Frustum object that will contain six planes. We are also implementing an Intersection helper function, which will return the point at which three planes intersect. This helper function will be used to find the corner points of the frustum. We will also create a GetCorners function to make finding the corners of the frustum less verbose.

Our Frustum definition will contain variables named near...

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