Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game

Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game

Ian Millington

Language: English

Pages: 552

ISBN: 0123819768

Format: PDF / Kindle (mobi) / ePub


Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion.

The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism.

This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects.  There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. 

Secure Programming Cookbook for C and C++: Recipes for Cryptography, Authentication, Input Validation & More

C# 4.0 in a Nutshell: The Definitive Reference

Data Structures and Other Objects Using C++ (4th Edition)

Microsoft Mapping: Geospatial Development with Bing Maps and C#

Network Convergence: Ethernet Applications and Next Generation Packet Transport Architectures

Advanced PHP Programming

 

 

 

 

 

 

 

 

 

 

 

 

 

 

formula above. It relates the scalar product to the length of the two vectors and the angle between them: a · b = ax bx + ay by + az bz = |a||b| cos θ [2.4] where θ is the angle between the two vectors. So if we have two normalized vectors, a and b, then the angle between them is given by Equation 2.4 as: θ = cos −1 ( a · b) These must be normalized vectors here. If a and b are just regular vectors, then the angle would be given by: θ = cos −1 a·b |a||b| You should be able to convince

widened to “matrix analysis,” of which vectors are just one part). Even this subfield of a subfield is huge, and contains many branches that have filled countless books on their own. Fortunately for our immediate purpose, we are only interested in a very limited part of the whole picture. We are interested in the way something changes over time such as it might be the position of an object, or the force in a spring or its rotational speed. The quantities we are tracking in this way are mostly

that is requesting the force. The duration of the frame is needed for some force generators (we will encounter a spring-force generator in Chapter 6 that depends critically on this value). We pass the pointer of the particle into the function so that a force generator does not need to keep track of the object itself. This also allows us to create force generators that can be attached to several objects at the same time. As long as the generator instance does not contain any data that is specific

realistic approach would be to recognize that a force would be applied on the particle from the ground. This reaction force pushes the object back so that its total acceleration in the vertical direction becomes zero. No matter how hard the particle pushes down, the ground will push up with the same force. We can create a force generator that works in this way, making sure that there can be no acceleration into the ground. This works okay for particles that can have only one contact with the

shown in the previous exercise, that is, c= hbounce hinitial Exercise 7.3 Two balls placed almost on top of one another are dropped from a height of 1 m. The bottom ball hits the ground and bounces with a coefficient of restitution of 0.5. An instant later (i.e., after having lost none of its new upward velocity), it hits the second ball, which is still traveling down. The collision between the balls has a coefficient of restitution of 0.75. The mass of the bottom ball is nine times that of the

Download sample

Download

About admin