Introduction to 2D Game Physics Engine Development
Введение в разработку двумерных физических движков для игр
2017-01-01
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2D game physicscollision dynamicsgame physics engine developmentphysics simulationrigid body physics engine
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Abstract (AI)
Physics engines play an important part in many types of games. A believable physics interaction between game objects has become a key element of most modern PC and console games as well as, more recently, browser and smartphone games. The range of topics within physics for games is broad and includes, but is not limited to, areas such as rigid body, fluid dynamics, soft-body, vehicle physics, and particle physics. This book will cover the fundamental topics needed for you to get started in understanding and building a general purpose, rigid body physics engine in two dimensions. The book also aims to provide you with a reusable game physics engine, which can be used for your own games, by guiding you through the process of building a physics engine step-by-step from scratch. This way you will gain a foundational understanding of the concepts and components required for a standard 2D rigid body system. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
Key Findings
1
It provides a step-by-step process for building a reusable 2D game physics engine from scratch.
2
The book introduces fundamental concepts for developing a general-purpose two-dimensional rigid-body physics engine for games.
3
The broader game-physics context includes rigid-body, fluid, soft-body, vehicle, and particle physics, while the book focuses specifically on rigid bodies in two dimensions.
4
The material covers the core concepts and components required to understand and implement a standard 2D rigid-body system.
5
The work emphasizes believable physics interactions as an important element of modern PC, console, browser, and smartphone games.
Research Object
general-purpose 2D rigid-body physics engine for games
Research Subject
fundamental concepts, components, and step-by-step development of the engine for believable rigid-body interactions between game objects
Publication Details
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2017-01-01
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