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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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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

Springs

Springs are important to build realistic objects. In the real world, we use springs everywhere, from watches to the suspension of cars. In games, we can use springs to model these same interactions, or to simulate more complex systems, such as rigidbodies.

Every spring has a Resting Length, sometimes called the spring's Equilibrium. Equilibrium describes the length of a resting spring, that is, when the spring is not contracted or stretched. When a spring is contracted or stretched away from its equilibrium, the spring will try to pull back to its resting length with a force equivalent to the difference of its current length and resting length. This describes Hooke's Law. Mathematically, Hooke's Law is expressed by the following equation:

Springs

In this equation, F is the force exerted by the spring, k is the spring constant, and x is the difference between the current length and resting length of the spring. The spring constant represents the strength of the spring, that...

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