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Game Physics Cookbook

You're reading from  Game Physics Cookbook

Product type Book
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Pages 480 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer

Table of Contents (27) Chapters

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
Preface
1. Vectors 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints Advanced Topics Index

The Scene object


A 3D scene is a collection of models and primitives. The scene can have some optional acceleration structure, similar to how our mesh implementation contains an optional BVH. This acceleration structure is commonly implemented as an Octree, the same way the BVH we implemented for the mesh is an Octree.

One common misconception is that the same scene graph should be used for rendering as the one used for physics. In practice, the two systems need to track different data for different purposes. It makes sense to have a Render Scene and a Physics Scene, both of which contain the same objects, but track the objects in different ways. In this chapter, we will implement a Scene object that is limited to containing Model objects, and not primitives.

Getting ready

We are about to implement a basic scene with an optional Octree acceleration structure. The acceleration structure will be added to the scene later in this chapter. The scene will need functions to add and remove models....

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