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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

Joints

In three dimensions, an object has six degrees of freedom. Three degrees of freedom come from translation and an additional three come from orientation. A constraint takes away one or more degrees of freedom. A joint is a type of constraint that limits the degrees of freedom between two objects. There are several common types of joints:

  • Distance Joint: This keeps bodies a set distance apart
  • Ball Joint: This limits translation to the pivot of two objects
  • Hinge Joint: This allows for rotation around a single axis
  • Slider Joint: This limits rotation and translation to a single axis
  • Fixed Joint: This does not allow movement
  • Motor Joint: This produces some kind of force

Several simple joints can be combined to create more complex joints. We can use joints to model hinges for doors, ragdolls that represent characters, or to simply stick objects to each other.

Getting ready

In this section, we will implement the simplest joint type there is—the Distance Joint. This joint will keep two particles...

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