Game Physics Cookbook

Game Physics Cookbook
Author :
Publisher : Packt Publishing Ltd
Total Pages : 481
Release :
ISBN-10 : 9781787120815
ISBN-13 : 1787120813
Rating : 4/5 (15 Downloads)

Book Synopsis Game Physics Cookbook by : Gabor Szauer

Download or read book Game Physics Cookbook written by Gabor Szauer and published by Packt Publishing Ltd. This book was released on 2017-03-24 with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book 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 Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. 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 In Detail 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! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

Game Physics Engine Development

Game Physics Engine Development
Author :
Publisher : CRC Press
Total Pages : 542
Release :
ISBN-10 : 9780123819772
ISBN-13 : 0123819776
Rating : 4/5 (72 Downloads)

Book Synopsis Game Physics Engine Development by : Ian Millington

Download or read book Game Physics Engine Development written by Ian Millington and published by CRC Press. This book was released on 2010-07-23 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 ne

Game Physics Cookbook

Game Physics Cookbook
Author :
Publisher :
Total Pages : 475
Release :
ISBN-10 : 1787123669
ISBN-13 : 9781787123663
Rating : 4/5 (69 Downloads)

Book Synopsis Game Physics Cookbook by : Gabor Szauer

Download or read book Game Physics Cookbook written by Gabor Szauer and published by . This book was released on 2017-04-28 with total page 475 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 100 powerful recipes to help you implement efficient game physics and collision detection in your gamesAbout This Book* 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 engineWho This Book Is ForThis game is for beginner to intermediate game developers. You don't need to have a formal education in games-you can be a hobbyist or indie developer who started making games with Unity 3D.What you will learn* Implement fundamental maths so you can develop gamed* 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 shapesIn DetailPhysics is really important for game programmers who want to add physical realism to their games. Collision detection 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.You'll begin by building a strong foundation in mathematics, which will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform collision tests for these primitives. 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 math formulas on geometry and linear Algebra.

Introduction to Game Physics with Box2D

Introduction to Game Physics with Box2D
Author :
Publisher : CRC Press
Total Pages : 272
Release :
ISBN-10 : 9781466565777
ISBN-13 : 1466565772
Rating : 4/5 (77 Downloads)

Book Synopsis Introduction to Game Physics with Box2D by : Ian Parberry

Download or read book Introduction to Game Physics with Box2D written by Ian Parberry and published by CRC Press. This book was released on 2013-02-06 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.

CryENGINE 3 Cookbook

CryENGINE 3 Cookbook
Author :
Publisher : Packt Publishing Ltd
Total Pages : 513
Release :
ISBN-10 : 9781849691079
ISBN-13 : 184969107X
Rating : 4/5 (79 Downloads)

Book Synopsis CryENGINE 3 Cookbook by : Dan Tracy

Download or read book CryENGINE 3 Cookbook written by Dan Tracy and published by Packt Publishing Ltd. This book was released on 2011-06-23 with total page 513 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 90 recipes written by Crytek developers for creating third-generation real-time games.

iOS Swift Game Development Cookbook

iOS Swift Game Development Cookbook
Author :
Publisher : O'Reilly Media
Total Pages : 349
Release :
ISBN-10 : 9781491999059
ISBN-13 : 1491999055
Rating : 4/5 (59 Downloads)

Book Synopsis iOS Swift Game Development Cookbook by : Jonathon Manning

Download or read book iOS Swift Game Development Cookbook written by Jonathon Manning and published by O'Reilly Media. This book was released on 2018-10-02 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ready to make amazing games for the iPhone and iPad? With Apple’s Swift programming language, it’s never been easier. This updated cookbook provides detailed recipes for managing a wide range of common iOS game-development issues, ranging from 2D and 3D math, SpriteKit, and OpenGL to augmented reality with ARKit. You get simple, direct solutions to common problems found in iOS game programming. Need to figure out how to give objects physical motion, or want a refresher on gaming-related math problems? This book provides sample projects and straightforward answers. All you need to get started is some familiarity with iOS development in Swift.

C# Game Programming Cookbook for Unity 3D

C# Game Programming Cookbook for Unity 3D
Author :
Publisher : CRC Press
Total Pages : 316
Release :
ISBN-10 : 9781000359640
ISBN-13 : 1000359646
Rating : 4/5 (40 Downloads)

Book Synopsis C# Game Programming Cookbook for Unity 3D by : Jeff W. Murray

Download or read book C# Game Programming Cookbook for Unity 3D written by Jeff W. Murray and published by CRC Press. This book was released on 2021-03-24 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murray’s book will help the reader understand structured game development in Unity unlike ever before. New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems. Improve your game's sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book to guide your way through all the required code and framework to build a multi-level arena blaster game. Features Focuses on programming, structure, and an industry-level, C#-based framework Extensive breakdowns of all the important classes Example projects illustrate and break down common and important Unity C# programming concepts, such as coroutines, singletons, static variables, inheritance, and scriptable objects. Three fully playable example games with source code: a 2D infinite runner, an arena blaster, and an isometric racing game The script library includes a base Game Manager, timed and proximity spawning, save profile manager, weapons control, artificial intelligence controllers (path following, target chasing and line-of-sight patrolling behaviors), user interface Canvas management and fading, car physics controllers, and more. Code and screenshots have been updated with the latest versions of Unity. These updates will help illustrate how to create 2D games and 3D games based on the most up-to-date methods and techniques. Experienced C# programmers will discover ways to structure Unity projects for reusability and scalability. The concepts offered within the book are instrumental to mastering C# and Unity. In his game career spanning more than 20 years, Jeff W. Murray has worked with some of the world's largest brands as a Game Designer, Programmer, and Director. A Unity user for over 14 years, he now works as a consultant and freelancer between developing his own VR games and experiments with Unity.