Packt Publishing Ltd., 2013 — 112 p. — ISBN: 978-1-78328-187-9
На англ. языке.
Modern 3D graphics and game physics can seem like complex and confusing elements of game development from the outside, but this book will reveal what's going on under the hood of two modern and feature-rich graphics and physics APIs: OpenGL and Bullet physics. After you finish this book, you'll be armed with a wealth of knowledge to tackle some of the more advanced aspects of game graphics and physics going forward.
This book can't hope to show all of the concepts and intricacies of modern physics and 3D graphical rendering, but it will cover all of the fundamentals in enough detail to let you hit the ground running when you take on future challenges. And if those challenges involve building an application with the Bullet physics library, then all the better, because you will also learn exactly how this library works from the ground up and help you focus on only the important parts of what you need to know about simulating game physics.
Chapter 1: Building a Game ApplicationApplication components
Exploring the Bullet and FreeGLUT projects
Exploring Bullet's built-in demo applications
Starting a new project
Building the application layer
Chapter 2: Rendering and User InputRendering the scene
Basic rendering and lighting
Let there be light!
User input and camera control
Chapter 3: Physics InitializationThe core bullet objects
Creating the Bullet components
Creating our first physics object
Building a custom motion state
Creating a box
Rendering from transform data
Stepping the simulation
Chapter 4: Object Management and Debug RenderingHandling multiple objects
Debug rendering
Introducing activation states
The domino effect
Chapter 5: Raycasting and ConstraintsThe power of raycasting
Destroying objects
Constraints
Understanding constraints
Chapter 6: Events, Triggers, and ExplosionsBuilding a collision event system
Building trigger volumes
Force, torque, and impulse
Applying impulses
Chapter 7: Collision ShapesSpheres and cylinders
Convex hulls
Compound shapes
Chapter 8: Collision FilteringGroups and masks
Chapter 9: Soft Body DynamicsSoft body requirements