Book
Game Physics Cookbook
This book covers the three core components of a physics engine in great detail. By the end of the book, you will have implemented particle-based physics, rigid body physics and even soft body physics through cloth simulation. This cookbook aims to break the components of a physics engine down into bite-sized independent recipes.
Offered by
Difficulty Level
Intermediate
Completion Time
16h
Language
English
About Book
Who Is This Book 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.
Game Physics Cookbook
- About Book
- Who Is This Book For?
- Book Content
Book content
chapters • 16h total length
Vectors
Matrices
Matrix Transformations
2D Shapes
2D Collisions
2D Optimizations
3D Primitive Shapes
3D Point Tests
3D Shape Intersections
3D Line Intersections
Triangles and Meshes
Models and Scenes
Camera and Frustum
Constraint Solving
Manifolds and Impulses
Springs and Joints
Advanced Topics
Related Resources
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