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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

Transform matrix


We've briefly touched on the fact that our math library multiplies matrices in a left to right order. But what exactly does this mean? When we multiply two matrices, we combine their linear transformations into one matrix. The first transformation applied is the one on the far left, then the one to its right, and so on.

For example, let's take two matrices, one that translates an object by 10 units on its X axis and one that rotates it by 45 degrees on its Y axis:

mat4 transform1 = Translate(10, 0, 0) * RotateY(45);
mat4 transform2 = RotateY(45) * Translate(10, 0, 0);

Because matrix multiplication is not cumulative , transform1, and transform2 are not the same! transform1 will move the object to (10, 0, 0), and then rotate the object at that position:

transform2, on the other hand, will rotate the object by 45 degrees on its Y axis, and then translate it by 10 units on its local X axis:

Getting ready

The multiplication order is highly dependent on the conventions you are using...

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