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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
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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

View matrix


The LookAt function is mainly used for 3D graphics. It is a convenient way to position a 3D camera. While graphics programming is outside the scope of this book, for our math library to be practical we need to implement some graphics-related functionality.

Getting a vertex (vector) to become a pixel primarily involves three matrix transformations. The world transform, view transform, and projection transform. All three of these transformations are expressed as a matrix multiplication.

  • The world transform takes the vertex from model space to world space, we've already implemented this as the Transform function

  • The view transform takes a vertex from world space and transforms it to eye space, sometimes called view space or camera space

  • The projection transform takes vertices from eye space and puts them into normalized device coordinates

If we multiply a vertex by the view matrix, the vertex ends up in eye space. Eye space transforms the vertex in the world so it's relative to a camera...

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