Game Physics Cookbook

Game Physics Cookbook
Author: Gabor Szauer
Publisher: Packt Publishing Ltd
Total Pages: 481
Release: 2017-03-24
Genre: Computers
ISBN: 1787120813

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: Ian Millington
Publisher: CRC Press
Total Pages: 542
Release: 2010-07-23
Genre: Art
ISBN: 0123819776

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

Introduction to Game Physics with Box2D

Introduction to Game Physics with Box2D
Author: Ian Parberry
Publisher: CRC Press
Total Pages: 272
Release: 2013-02-06
Genre: Computers
ISBN: 1466565772

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.

C# Game Programming Cookbook for Unity 3D

C# Game Programming Cookbook for Unity 3D
Author: Jeff W. Murray
Publisher: CRC Press
Total Pages: 316
Release: 2021-03-24
Genre: Computers
ISBN: 1000359646

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.

Libgdx Cross-platform Game Development Cookbook

Libgdx Cross-platform Game Development Cookbook
Author: David Saltares Márquez
Publisher: Packt Publishing Ltd
Total Pages: 816
Release: 2014-10-29
Genre: Computers
ISBN: 1783287306

If you want to make cross-platform games without the hassle and dangers of writing platform-specific code, or If you are a game programmer who may have some experience with Java and you want to learn everything you need to know about Libgdx to produce awesome work, this is the book for you. To take full advantage of the recipes in this book, you are expected to be familiar with java with good game programming knowledge.

iOS Swift Game Development Cookbook

iOS Swift Game Development Cookbook
Author: Jonathon Manning
Publisher: O'Reilly Media
Total Pages: 349
Release: 2018-10-02
Genre: Computers
ISBN: 1491999055

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.

CryENGINE 3 Cookbook

CryENGINE 3 Cookbook
Author: Dan Tracy
Publisher: Packt Publishing Ltd
Total Pages: 513
Release: 2011-06-23
Genre: Computers
ISBN: 184969107X

Over 90 recipes written by Crytek developers for creating third-generation real-time games.

Unity Game Development Cookbook

Unity Game Development Cookbook
Author: Paris Buttfield-Addison
Publisher: O'Reilly Media
Total Pages: 408
Release: 2019-03-13
Genre: Computers
ISBN: 1491999128

Discover how to use the Unity game engine to its full potential for both 3D and 2D game development—from the basics of scripting to useful tricks in gameplay, behavior, and animation. With this problem-solving cookbook, you’ll get started in two ways: First, you’ll learn about the Unity game engine through brief recipes that teach specific features of the software and scripting systems. Second, you’ll apply a collection of snippets to address common gameplay scenarios, such as properly keeping score. Using our cookbook format, we pinpoint the problem, set out the solution, and discuss how to solve your problem in the best and most straightforward way possible. This book is ideal for beginning to intermediate Unity developers. You’ll find solutions for: 2D and 3D graphics Math, physics, and character control Animation and movement Behavior and AI Sound and music Input and gameplay Scripting and user interface

Game Physics Cookbook

Game Physics Cookbook
Author: Gabor Szauer
Publisher:
Total Pages: 475
Release: 2017-04-28
Genre:
ISBN: 9781787123663

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.