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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

Introduction

Throughout this book we are going to explore the mathematical concepts required to detect and react to intersections in a 3D environment. In order to achieve robust collision detection and build realistic reactions, we will need a strong understanding of the math required. The most important mathematical concepts in physics are Vectors and Matrices.

Physics and collisions rely heavily on Linear Algebra. The math involved may sound complicated at first, but it can be broken down into simple steps. The recipes in this chapter will explain the properties of vectors using math formulas. Each recipe will also contain a visual guide. Every formula will also have an accompanying code sample.

Note

This chapter does not assume you have any advanced math knowledge. I try to cover everything needed to understand the formulas presented. If you find yourself falling behind, Khan Academy covers the basic concepts of linear algebra at: www.khanacademy.org/math/linear-algebra.

You have been reading a chapter from
Game Physics Cookbook
Published in: Mar 2017
Publisher: Packt
ISBN-13: 9781787123663
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