Game Physics Cookbook (Paperback)
暫譯: 遊戲物理食譜 (平裝本)

Gabor Szauer

  • 出版商: Packt Publishing
  • 出版日期: 2017-03-24
  • 售價: $1,840
  • 貴賓價: 9.5$1,748
  • 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**

- 獲得全面的技術知識,以創建高效能的遊戲碰撞檢測
- 學習與遊戲碰撞檢測相關的核心數學概念和物理知識
- 獲得構建剛體物理引擎的實作經驗

**書籍描述**

物理學對於希望為遊戲增添真實感和功能性的遊戲程式設計師來說非常重要。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、引擎或工具包為何。

本書將教你碰撞檢測背後的概念和公式。你還將學習如何構建一個簡單的物理引擎,重點在於剛體物理,並了解原始形狀的相交算法。

你將從建立數學基礎開始,這些基礎將貫穿整本書。我們將指導你實作2D和3D原始形狀,並展示如何對它們進行有效的碰撞測試。接著,我們將轉向遊戲開發中較為困難的領域——碰撞檢測和解決。

進一步地,你將學習什麼是物理引擎,如何設置遊戲窗口,以及如何實作渲染。我們將探討高級物理主題,例如約束求解。你還將了解如何實作一個基本的物理引擎,這可以用來構建類似《憤怒的小鳥》的遊戲或更高級的遊戲。

到書籍結束時,你將實作所有原始和一些高級的碰撞測試,並能夠閱讀幾何和線性代數的公式,以便應用於自己的遊戲中!

**你將學到的內容**

- 實作基本數學,以便開發穩固的遊戲物理
- 使用矩陣編碼線性變換
- 知道如何檢查幾何原始形狀的碰撞
- 構建一個能夠創造真實剛體行為的物理引擎
- 理解高級技術,包括分離軸定理(Separating Axis Theorem)
- 創建物理上準確的碰撞反應
- 探索空間劃分作為碰撞的加速結構
- 解決原始形狀之間的剛體碰撞

**關於作者**

**Gabor Szauer** 於全航大學(Full Sail University)獲得遊戲開發學士學位。他專業從事視頻遊戲開發已有超過6年。他曾參與Nintendo 3DS、Xbox 360、基於瀏覽器的遊戲和移動遊戲的開發。

在空閒時間,Gabor 創作視頻遊戲,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,從事移動遊戲行業的工作。

**目錄**

1. 向量
2. 矩陣
3. 矩陣變換
4. 2D 原始形狀
5. 2D 碰撞
6. 2D 優化
7. 3D 原始形狀
8. 3D 點測試
9. 3D 形狀相交
10. 3D 線相交
11. 三角形和網格
12. 模型和場景
13. 相機和截頭體
14. 約束求解
15. 流形和衝量
16. 彈簧和關節
17. 高級主題