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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (27) Chapters Close

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors FREE CHAPTER 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 Advanced Topics Index

Broad phase collisions


Simple video games might have hundreds or thousands of objects. More complicated games might even have millions. Testing collisions between all of these objects will quickly become computationally expensive. This is why we need broad phase collisions. Broad phase collisions are not accurate, they let us know if two objects are too far apart to touch.

For example, let us assume we have two rectangles. We could contain both rectangles in circles. If the resulting circles are not touching, there is no reason to check whether the rectangles are colliding or not. In this scenario we do not have to do complex intersection testing because we first test simple objects.

Getting ready

The QuadTree class that we have built is ideal for broad phase collision detection. It segments world space so that objects which are far apart don't need to be tested against each other. In this section, I'm going to demonstrate how the quad tree can be used in a real world situation using some pseudo...

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