Game Physics Cookbook (Paperback)

Gabor Szauer

  • 出版商: Packt Publishing
  • 出版日期: 2017-03-24
  • 售價: $1,700
  • 貴賓價: 9.5$1,615
  • 語言: 英文
  • 頁數: 480
  • 裝訂: Paperback
  • ISBN: 1787123669
  • ISBN-13: 9781787123663
  • 相關分類: 物理學 Physics
  • 海外代購書籍(需單獨結帳)

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商品描述

Key Features

  • Get a comprehensive coverage of techniques to create high performance collision detection in games
  • Learn the core mathematics concepts and physics involved in depicting collision detection for your games
  • Get a hands-on experience of building a rigid body physics engine

Book Description

Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.

This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes.

You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development―collision detection and resolution.

Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.

By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!

What you will learn

  • Implement fundamental maths so you can develop solid game physics
  • Use matrices to encode linear transformations
  • Know how to check geometric primitives for collisions
  • Build a Physics engine that can create realistic rigid body behavior
  • Understand advanced techniques, including the Separating Axis Theorem
  • Create physically accurate collision reactions
  • Explore spatial partitioning as an acceleration structure for collisions
  • Resolve rigid body collisions between primitive shapes

About the Author

Gabor Szauer graduated from Full Sail University with a bachelor's degree in game development. He has been making video games professionally for over 6 years. He has worked on games for the Nintendo 3DS, Xbox 360, browser-based games, and mobile games.

In his free time Gabor makes video games, researches video game-related technologies, and likes to design and construct furniture. Gabor currently resides in San Francisco, working in the mobile game industry.

Table of Contents

  1. Vectors
  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
  17. Advanced Topics

商品描述(中文翻譯)

主要特點



  • 全面介紹創建高性能遊戲碰撞檢測技術的方法

  • 學習描述遊戲碰撞檢測所涉及的核心數學概念和物理學知識

  • 實際操作構建剛體物理引擎


書籍描述


對於希望為遊戲增加真實感和功能性的遊戲程序員來說,物理學非常重要。特別是碰撞檢測是一個影響所有遊戲開發者的問題,無論他們使用的平台、引擎或工具包是什麼。


本書將教授您碰撞檢測背後的概念和公式。您還將學習如何構建一個簡單的物理引擎,其中剛體物理是主要焦點,並學習基本形狀的交叉算法。


您將首先建立數學的堅實基礎,這將貫穿整本書。我們將指導您實現2D和3D基本形狀,並向您展示如何對它們進行有效的碰撞測試。然後,我們轉向遊戲開發中較難的領域-碰撞檢測和解決。


此外,您還將了解物理引擎是什麼,如何設置遊戲窗口以及如何實現渲染。我們將探索高級物理主題,如約束求解。您還將了解如何實現一個基本的物理引擎,您可以使用它來構建類似愤怒的小鸟或更高級的遊戲。


通過閱讀本書,您將實現所有基本和一些高級的碰撞測試,並能夠閱讀幾何和線性代數公式,以應用於您自己的遊戲中!


您將學到什麼



  • 實現基礎數學,以便開發堅實的遊戲物理

  • 使用矩陣編碼線性變換

  • 了解如何檢查幾何基本形狀的碰撞

  • 構建可以創建逼真剛體行為的物理引擎

  • 了解高級技術,包括分離軸定理

  • 創建物理上準確的碰撞反應

  • 探索空間劃分作為碰撞加速結構

  • 解決基本形狀之間的剛體碰撞


關於作者


Gabor Szauer畢業於Full Sail大學,獲得遊戲開發學士學位。他從事專業的視頻遊戲開發工作已有超過6年。他曾參與任天堂3DS、Xbox 360、基於瀏覽器的遊戲和手機遊戲的開發。


在空閒時間,Gabor製作視頻遊戲,研究與視頻遊戲相關的技術,並喜歡設計和製作家具。Gabor目前居住在舊金山,從事手機遊戲行業的工作。


目錄



  1. 向量

  2. 矩陣

  3. 矩陣變換

  4. 2D基本形狀

  5. 2D碰撞

  6. 2D優化

  7. 3D基本形狀

  8. 3D點測試

  9. 3D形狀交叉

  10. 3D線交叉

  11. 三角形和網格

  12. 模型和場景

  13. 相機和視景體

  14. 約束求解

  15. 接觸點和衝量

  16. 彈簧和關節

  17. 高級主題