2d Game Collision Detection
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2d Game Collision Detection
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Author : Thomas Schwarzl
language : en
Publisher: Thomas Schwarzl
Release Date : 2012
2d Game Collision Detection written by Thomas Schwarzl and has been published by Thomas Schwarzl this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Computers categories.
Are You Wondering How 2D Collision Detection In Video Games Works? Learn how to determine shot impacts, find out which enemies are covered by lines of sight, recognize collisions of race cars or simply check if the mouse cursor floats above a button. This Book Is Designed For Game Developers Who Want To Implement Fast And Efficient 2D Collision Detection. The only prerequisite you need is basic knowledge in procedural programming. If you are familiar with any popular programming language like C, C++, Java, C# or Objective-C you have all you need to understand the code examples throughout the book. What You Will Get From This Book. The following topics get explained in detail: 2D vector mathematics, how to spot collisions of various 2D shapes, simple yet effective body representation of game objects, identifying clashing objects in motion and plenty of optimization tricks. Your Knowledge Will Be Built Up From Scratch. The book is written for beginners, new to the topic of geometrical 2D collision detection. There are plenty of illustrations and code examples which make it easy to understand the necessary concepts and algorithms. Use This Book As A Reference Guide. Aside its introductional nature this book is also designed to serve as a reference guide for looking up specific collision detection functions. So advanced game programmers will derive benefit from it as well. All The Presented Code Is Ready For Immediate Use. The code forged throughout the book can be downloaded from the book's website and can be used right away.
2d Collision Detection For Game Programmers
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Author : Steven Vaerten
language : en
Publisher:
Release Date : 2018-03-09
2d Collision Detection For Game Programmers written by Steven Vaerten and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-09 with categories.
The series "2D Collision Detection for Game Programmers" is the definitive reference series for collision detection algorithms. In the first volume; "Focus on Point Collisions", each of the three types of collisions will be defined: Static Collision, Semi-Dynamic Collision, and Dynamic Collision. The collision algorithms for points colliding with points, lines, horizontal lines, vertical lines, rays, segments, circles, ellipses, axis aligned bounding boxes (AABB), object oriented bounding boxes (OOBB), capsules, and polygons will be explored in detail. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for any game programmers wanting to understand the details of collision detection.
2d Collision Detection For Game Programmers Focus On Circle Collisions
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Author : Steven Vaerten
language : en
Publisher:
Release Date : 2018-06-23
2d Collision Detection For Game Programmers Focus On Circle Collisions written by Steven Vaerten and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-06-23 with categories.
The series "2D Collision Detection for Game Programmers" is the definitive reference series for collision detection algorithms. In the second volume; "Focus on Circle Collisions", each of the three types of collisions will be defined: Static Collision, Semi-Dynamic Collision, and Dynamic Collision. The collision algorithms for circles colliding with points, lines, horizontal lines, vertical lines, rays, segments, circles, ellipses, axis aligned bounding boxes (AABB), object oriented bounding boxes (OOBB), capsules, and polygons will be explored in detail. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for any game programmers wanting to understand the details of collision detection.
Building A 2d Game Physics Engine
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Author : Michael Tanaya
language : en
Publisher: Apress
Release Date : 2017-01-11
Building A 2d Game Physics Engine written by Michael Tanaya and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-11 with Computers categories.
Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions. In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers. What You'll Learn Gain an understanding of 2D game engine physics and how to utilize it in your own games Describe the basic behaviors of rigid bodies Detect collisions between rigid bodies Resolve interpretations after rigid body collisions Model and implement rigid body impulse responses Who This Book Is For Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.
2d Collision Detection For Game Programmers Focus On Ellipse Collisions
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Author : Steven Vaerten
language : en
Publisher:
Release Date : 2018-08-07
2d Collision Detection For Game Programmers Focus On Ellipse Collisions written by Steven Vaerten and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-07 with categories.
The series "2D Collision Detection for Game Programmers" is the definitive reference series for collision detection algorithms. In the third volume; "Focus on Ellipse Collisions", each of the three types of collisions will be defined: Static Collision, Semi-Dynamic Collision, and Dynamic Collision. The collision algorithms for ellipses colliding with points, lines, horizontal lines, vertical lines, rays, segments, circles, ellipses, axis aligned bounding boxes (AABB), object oriented bounding boxes (OOBB), capsules, and polygons will be explored in detail. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for any game programmers wanting to understand the details of collision detection.
2d Collision Detection Focus On Oobb Oobb Collisions
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Author : Steven Vaerten
language : en
Publisher:
Release Date : 2020-06-17
2d Collision Detection Focus On Oobb Oobb Collisions written by Steven Vaerten and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-06-17 with categories.
This series is the definitive reference series for collision detection algorithms. This volume will cover the required mathematics, collision areas, static collision, continuous collisions (semi-dynamic and dynamic collisions) between an OOBB and an OOBB. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for anyone wanting to understand the details of collision detection.The information in this volume will allow the reader to build efficient collision detection algorithms for game or simulation programs.
2d Collision Detection Focus On Oobb Aabb Collisions
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Author : Steven Vaerten
language : en
Publisher:
Release Date : 2019-09-23
2d Collision Detection Focus On Oobb Aabb Collisions written by Steven Vaerten and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-09-23 with categories.
This series is the definitive reference series for collision detection algorithms. This volume will cover the required mathematics, collision areas, static collision, continuous collisions (semi-dynamic and dynamic collisions) between an OOBB and an AABB. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for anyone wanting to understand the details of collision detection.The information in this volume will allow the reader to build efficient collision detection algorithms for game or simulation programs.
2d Collision Detection Focus On Oobb Ellipse Collisions
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Author : Steven Vaerten
language : en
Publisher:
Release Date : 2019-07-05
2d Collision Detection Focus On Oobb Ellipse Collisions written by Steven Vaerten and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-05 with categories.
This series is the definitive reference series for collision detection algorithms. This volume will cover the required mathematics, collision areas, static collision, continuous collisions (semi-dynamic and dynamic collisions) between an OOBB and an ellipse. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for anyone wanting to understand the details of collision detection.The information in this volume will allow the reader to build efficient collision detection algorithms for game or simulation programs.
2d Collision Detection Focus On Capsule Aabb Collisions
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Author : Steven Vaerten
language : en
Publisher:
Release Date : 2020-08-19
2d Collision Detection Focus On Capsule Aabb Collisions written by Steven Vaerten and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-08-19 with categories.
This series is the definitive reference series for collision detection algorithms. This volume will cover the required mathematics, collision areas, static collision, continuous collisions (semi-dynamic and dynamic collisions) between a capsule and an AABB. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for anyone wanting to understand the details of collision detection.The information in this volume will allow the reader to build efficient collision detection algorithms for game or simulation programs.
Game Physics Cookbook
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Author : Gabor Szauer
language : en
Publisher: Packt Publishing Ltd
Release Date : 2017-03-24
Game Physics Cookbook written by Gabor Szauer and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-24 with Computers categories.
Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.