Learning Physics Modeling with PhysX

Learning Physics Modeling with PhysX
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Table of Contents
Sample Chapters
  • Learn everything you need to know about PhysX programming from scratch
  • Master the most advanced features of the PhysX Physics Engine
  • Code examples are included in each chapter to help you learn quickly and efficiently

Book Details

Language : English
Paperback : 104 pages [ 235mm x 191mm ]
Release Date : October 2013
ISBN : 1849698147
ISBN 13 : 9781849698146
Author(s) : Krishna Kumar
Topics and Technologies : All Books, Other

Table of Contents

Chapter 1: Starting with PhysX 3 SDK
Chapter 2: Basic Concepts
Chapter 3: Rigid Body Dynamics
Chapter 4: Collision Detection
Chapter 5: Joints
Chapter 6: Scene Queries
Chapter 7: Character Controller
Chapter 8: Particles
Chapter 9: Cloth
Chapter 10: PhysX Visual Debugger (PVD)
  • Chapter 1: Starting with PhysX 3 SDK
    • Brief history
    • PhysX features
      • New in PhysX 3
    • Downloading PhysX SDK and tools
      • The PhysX SDK license
      • System requirements for PhysX
    • Configuring with VC++ Express 2010
    • Summary
    • Chapter 2: Basic Concepts
      • Scene and Actors
      • Materials
      • Shapes
      • Creating the first PhysX 3 program
        • Initializing PhysX
        • Creating scene
        • Creating actors
      • Simulating PhysX
      • Shutting down PhysX
      • Summary
      • Chapter 3: Rigid Body Dynamics
        • Exploring a rigid body
          • Mass
          • Density
          • Gravity
          • Velocity
          • Force and Torque
          • Damping
          • Kinematic actors
          • Sleeping state
          • Solver accuracy
        • Summary
        • Chapter 4: Collision Detection
          • Collision shapes
            • Geometry
              • Sphere
              • Box
              • Capsule
              • Plane
          • Trigger shapes
          • Simulation event
            • Trigger event
            • Contact event
          • Filter shader
          • Broad-Phase collision detection
            • Sweep-and-prune (SAP)
            • Multi box pruning (MBP)
          • Narrow-Phase collision detection
          • Continuous collision detection
          • Summary
          • Chapter 5: Joints
            • Joints in PhysX
              • Fixed joints
              • Revolute joints
              • Spherical joints
              • Distance joints
              • Prismatic joints
              • D6 joints
            • Summary
              • Chapter 7: Character Controller
                • Character controller basics
                  • The need of a character controller
                  • Creating a character controller
                  • Moving a character controller
                  • Useful methods and properties
                    • Position update
                    • Shapes of a character controller
                    • Size update
                    • Auto-stepping
                    • Slope limit
                • Summary
                • Chapter 8: Particles
                  • Exploring particles
                  • Creating a particle system
                    • Particles without intercollision
                    • Particles with intercollision
                  • Particle system properties
                  • Creating particles
                  • Updating particles
                  • Releasing particles
                  • Particle drains
                  • Collision filtering
                  • Summary
                  • Chapter 9: Cloth
                    • Exploring a cloth
                    • Creating a cloth fabric
                    • Creating a cloth
                    • Tweaking the cloth properties
                      • Cloth collision
                      • Cloth particle motion constraint
                      • Cloth particle separation constraint
                      • Cloth self-collision
                      • Cloth intercollision
                      • Cloth GPU acceleration
                    • Summary

                      Krishna Kumar

                      Krishna Kumar is a Graphics and Game Programmer. He completed his Bachelor of Engineering in Computer Science in 2010. Since then, he has been working in the field of graphics, game programming, 3D interactive applications, and virtual reality. He feeds on the advancement of graphics and game technologies. In his free time he learns new things or plays FPS games such as Crysis, Far Cry, and COD. He also maintains a website at www.gfxguru.org, which is dedicated to graphics and game programming.
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                      What you will learn from this book

                      • Learn about the history and features of the PhysX SDK as well as how to configure it with the C++ compiler
                      • Create, update, and destroy scenes and actors in PhysX
                      • Modify the properties of rigid body dynamics like mass, velocity, force, and so on
                      • Understand joints and their types including fixed, revolute, spherical, distance, and D6
                      • Understand the types of scene queries like raycast, sweep, and overlap as well as the different modes of operation
                      • Master the character controller and cloth simulations
                      • Create particle systems and update and release particles
                      • Learn how to use the PhysX Visual Debugger and its interface

                      In Detail

                      In this day and age, physics engines play a very critical role in the success of a sophisticated game. PhysX is a state-of-the-art cross-platform physics engine widely used by top game studios and developers. It contains all the physics-related components you will need and exploits the parallel-processing capability of modern GPUs as well as multi-core CPUs to make a game as physically-realistic as possible. This book will help you to program and simulate games by using PhysX 3.

                      Learning Physics Modeling with PhysX helps you to master physics simulation using the PhysX Physics Engine from scratch. This is useful not only for game developers, but also for developers making virtual walkthroughs or training and other simulation applications. It will cover all the essential features of PhysX 3 with easy-to-understand code snippets and examples to help you learn quickly and efficiently.

                      This book will start off by introducing you to the basic concepts of physic engines and will give you a glimpse of PhysX implementation. We then gradually cover more sophisticated topics with sample source code so that you can see what you have learned in action. We will cover the history and features of the PhysX SDK as well as how to configure it with the C++ compiler. After touching upon essential topics like rigid body dynamics and collision detection, we will gradually move on to more advanced topics like joints, scene queries, character controllers, particles, and cloth simulation. By the end of this book, you will have learned everything you need to know about the PhysX 3 Physics Engine, and you will be able to use it to program your very own physics simulation quickly and efficiently.


                      Written as a practical, step-by-step tutorial, this book is full of engaging examples to help you learn in a practical context.

                      Who this book is for

                      This book is for game developers or anyone who wants to learn how to fully utilize the PhysX Physics Engine quickly and efficiently. You don’t have to be a die-hard programmer to get started with this book. Basic knowledge of C++, 3D mathematics, and OpenGL is all you need.

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