Learning Game Physics with Bullet Physics and OpenGL. (2013)
- Record Type:
- Book
- Title:
- Learning Game Physics with Bullet Physics and OpenGL. (2013)
- Main Title:
- Learning Game Physics with Bullet Physics and OpenGL
- Further Information:
- Note: Chris Diskinson.
- Other Names:
- Dickinson, Chris
- Contents:
- 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/glutInitWindowSizeglutCreateWindow; 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 controlGathering 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 motionCover; 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/glutInitWindowSizeglutCreateWindow; 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 controlGathering 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 objectsCreating 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 forcesApplying 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. … (more)
- Publisher Details:
- Birmingham, UK : Packt Publishing
- Publication Date:
- 2013
- Extent:
- 1 online resource (126 pages)
- Subjects:
- 005.13
COMPUTERS -- Programming -- Games
Video games -- Design
Video games -- Design
COMPUTERS -- Programming Languages -- General
GAMES -- Video & Electronic
Video games -- Design
Video games / Design
COMPUTERS -- Computer Simulation
COMPUTERS -- Desktop Applications -- Design & Graphics
Electronic books - Languages:
- English
- ISBNs:
- 9781461949244
1461949246
9781783281886
1783281871
9781783281879 - Related ISBNs:
- 178328188X
9781783281879 - Notes:
- Note: Print version record.
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.87374
- Ingest File:
- 01_111.xml