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Learning Game Physics With Bullet Physics and OpenGL - Softcover

 
9781783281879: Learning Game Physics With Bullet Physics and OpenGL
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Practical 3D physics simulation experience with modern feature-rich graphics and physics APIs

Overview

  • Create your own physics simulations and understand the various design concepts of modern games
  • Build a real-time complete game application, implementing 3D graphics and physics entirely from scratch
  • Learn the fundamental and advanced concepts of game programming using step-by-step instructions and examples

In Detail

Physics simulation is an integral part of almost all game development projects as it is essential to the rules and feel of the game (gameplay) regardless of the project's scale. Bullet is a 3D Collision Detection and Rigid Body Dynamics Library for games, and special effects for film and animations. Bullet is integrated into many 3D modelers including Maya, Houdini, Cinema 4D, LightWave, and Blender. It is free for commercial use and open source under the permissive ZLib License.

A comprehensive guide to start building games with the Bullet Physics library. Learn how modern physics engines work by implementing key features such as collision event systems, user input handling, and simulation of soft bodies. Then learn to control it all with forces, constraints, and robust object management. 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.

This book begins by teaching you to write your first OpenGL application, and then dives in to exploring the many features of the Bullet library in a straightforward manner. Each new feature expands upon the last, teaching you more about how physics is simulated in a video game, and how Bullet gives you the power to control every aspect of your simulation. You will learn how to render simple and complex shapes, apply some basic lighting, and construct a simple yet robust rendering system. From here, you will pull back the veil to see what's going on underneath Bullet Physics, and learn to implement key game logic features through this widely-used and extensive physics library. After you finish this book, you'll be armed with a wealth of knowledge to tackle the more advanced aspects of game graphics and physics going forward.

What you will learn from this book

  • Develop game applications from scratch; create a window, render the scene, and interact with your game through mouse and keyboard input
  • Write OpenGL code at a low-level; render objects and understand every line of code you write!
  • Understand how to keep the graphical and physical components of the simulation isolated for ease of understanding and future changes
  • Learn how to properly handle the rendering and physics processing of multiple objects
  • Explore the technologies and concepts behind modern game physics simulation through a practical understanding of Bullet Physics and OpenGL
  • Build crucial features that are essential to all games; collision events, user input, object control, and trigger volumes
  • Implement advanced physics simulation features like soft body physics, constraints, and collision filtering
  • Delve into a robust and modern physics engine game; and understand the challenges and solutions the developers of Bullet built into the library

Approach

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.

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About the Author:

Chris Dickinson

Chris Dickinson grew up in England with a strong passion for science, mathematics, and, in particular, video games. He received his Master's degree in Physics with Electronics from the University of Leeds in 2005, and then left for California to work in scientific research in the heart of Silicon Valley. Finding that career path unsuitable, he began working in software testing and automation.

For years, he attempted to unravel the magic behind video games and 3D worlds through modding and level design, and was mostly self taught in software development and design. But, realizing that he needed proper tutelage and a stronger grasp of the fundamentals, if he ever wanted to build these complex applications himself, he decided to undertake a Bachelor's in Game and Simulation Programming while simultaneously working full time. He earned his second degree in early 2013 and continues his career in software development/test automation while simultaneously developing independent game projects in his spare time.

"About this title" may belong to another edition of this title.

  • PublisherPackt Pub Ltd
  • Publication date2013
  • ISBN 10 1783281871
  • ISBN 13 9781783281879
  • BindingPaperback
  • Number of pages112
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