Game Physics Cookbook Cover

Game Physics Cookbook

All of of the topics covered in this book are used to progressively build a rigid body physics engine. The final three chapters (14, 15 and 16) implement particle physics, rigid body physics and soft body physics (cloth). An appendix is provided which briefly covers advanced topics and provides resources for exploring these topics.

Book overview

This book is a comprehensive guide to the linear algebra and collision detection games commonly use, but only briefly touches on the topic of collision resolution (Physics). The book is structured as follows:

  • Chapters 1, 2 and 3 cover the basics Linear Algebra.
  • Chapters 4, 5 and 6 cover two dimensional primitives and how to detect intersections between them.
  • Chapters 7, 8, 9 and 10 cover three dimensional primitives and how to determine intersections between them.
  • Chapters 11, 12 and 13 cover meshes, scenes and scene organization.
  • Chapters 14, 15 and 16 cover physics. Throughout these chapters we built a very basic rigid body physics engine.

Collision matrix

Collision matrix