ENGLISH

Learning Game Physics with Bullet Physics and OpenGL

Book information

Publisher
Packt Pub Limited
Year
2013
ISBN
1783281871, 9781783281879
Language
english
Format
PDF
Filesize
2 MB (2020294 bytes)
Pages
126\126
Time added
2022-05-23 11:57:43

Description

A comprehensive set of straight-forward, easy-to-follow tutorials in OpenGL and Bullet Physics that will teach you how modern game physics and 3D graphics work.If you're a beginner or intermediate programmer with a basic understanding of 3D mathematics, and you want a stronger foundation in 3D graphics and physics, then this book is perfect for you! You'll even learn some of the fundamental concepts in 3D mathematics and software design that lies beneath them both, discovering some techniques and tricks in graphics and physics that you can use in any game development project. Cover Copyright Credits About the Author About the Reviewers www.PacktPub.com Table of Contents Preface Chapter 1: Building a Game Application Application components Exploring the Bullet and FreeGLUT projects Exploring Bullet's built-in demo applications Starting a new project Building the application layer Configuring FreeGLUT glutKeyboardFunc/glutKeyboardUpFunc glutSpecialFunc/glutSpecialUpFunc glutMouseFunc glutMotionFunc/glutPassiveMotionFunc glutReshapeFunc glutDisplayFunc glutIdleFunc Initializing FreeGLUT glutInit glutInitDisplayMode glutInitWindowPosition/glutInitWindowSize glutCreateWindow glutSetOption Launching FreeGLUT Summary Chapter 2 : Rendering and User Input Rendering the scene Introducing double-buffering Understanding the basics of camera glIdentity glFrustum gluLookAt glViewport Basic rendering and lighting Creating a simple box Let there be light! Normals Creating ambient, diffuse, and specular lighting Understanding depth testing glLightfv glEnable glMaterialfv/glMateriali glShadeModel glDepthFunc Coloring your box Understanding rendering pipelines User input and camera control Implementing camera control Gathering user input Summary Chapter 3 : Physics Initialization The core bullet objects The world object The broad phase The collision configuration The collision dispatcher The constraint solver Creating the Bullet components Creating our first physics object The collision shape The motion state The collision object Building a custom motion state Creating a box Rendering from transform data Stepping the simulation Summary Chapter 4 : Object Management and Debug Rendering Handling multiple objects Designing our objects Rendering our objects Storing our objects Creating our objects Debug rendering Building the debug drawer Introducing activation states The domino effect Summary Chapter 5 : Raycasting and Constraints The power of raycasting Picking rays Destroying objects Constraints Understanding constraints Picking up the objects Building a constraint Summary Chapter 6 : Events, Triggers, and Explosions Building a collision event system Explaining the persistent manifolds Managing the collision event Building trigger volumes Disabling contact response Force, torque, and impulse Understanding the object motion Applying forces Applying impulses Summary Chapter 7 : Collision Shapes Spheres and cylinders Convex hulls Creating convex hulls from mesh data Compound shapes Summary Chapter 8 : Collision Filtering Groups and masks Defining linear and angular freedom Summary Chapter 9 : Soft Body Dynamics Soft body requirements Initialization Creating soft bodies Rendering soft bodies Summary Index

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