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:
The basics of a scene graph, viewing and picking 3D objects trough a camera.
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.
Build a rigid body physics engine from scratch, also explore springs and cloth physics.
Linear algebra for video games, the math needed to work efficiently with vectors and matrices.
2D and 3D intersection testing of common shapes such as rays, spheres, bounding boxes and more.
Chapter 14 covers naive particle physics, this chapter is meant as an introduction to setting up a physics loop and considering the general format of a physics loop. Chapter 15 is the most interesting chapter, it implements a basic rigid body physics engine. The basic engine has support for oriented boxes and spheres, stacking can be made to work but is not directly supported. Chapter 16 covers springs and how springs can be used to implement soft body physics. The final demo of the book is a soft body, cloth physics demo.
Gabor Szauer graduated from Full Sail University with a bachelor's degree in game development. He has been making video games professionally since 2010. He has worked on games for the Nintendo 3DS, Xbox 360, browser-based games as well as games for iOS and Android.