Game Development Reference
This topic is split into the following six parts.
Particle Physics looks at building our initial physics engine, including the vec-
tor mathematics and the laws of motion that support it.
Mass-Aggregate Physics turns the particle physics engine into one capable of
simulating any kind of object by connecting masses together with springs and
Rigid-Body Physics introduces rotation and the added complexity of rotational
forces. Overall the physics engine we end up with is less powerful than the
mass-aggregate system we started with, but it is useful in its own right and as
a basis for the final stage.
Collision Detection takes a detour from building engines to look at how the col-
lisions and contacts are generated. A basic collision detection library is built
that allows us to look at the general techniques.
Contact Physics is the final stage of our engine, adding collision and resting
contacts to the engine and allowing us to apply the result to almost any game.
What Comes Next looks beyond the engine we have. In chapter 18 we look
at how to extend the engine to take advantage of other approaches, without
providing the detailed step-by-step source code to do so.
As we develop each part, the content will be quite theoretical, and it can be dif-
ficult sometimes to immediately see the kinds of physical effects that the technology
supports. At the end of each part where we add to the engine, there is a chapter cov-
ering ways in which it may be used in a game. As we go through the topic, we start
with engines controlling fireworks and bullets, and end up with ragdolls and cars.