Learn about the 3D physics simulation experience with modern, feature-rich graphics and physics APIs with Packt’s new book and eBook
Packt is pleased to announce the release of Learning Game Physics with Bullet Physics and OpenGL a step by step instruction guide to Creating ones own physics simulations and understanding the various design concepts of modern games. The book also teaches how to build a real-time complete game application, implementing 3D graphics and physics entirely from scratch and also the fundamental and advanced concepts of game programming. The print book is 126 pages long and is competitively priced at $29.99, whilst the eBook is available in Kindle or PDF for $15.29
About the Author:
Chris Dickinson grew up in England and 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. He later began working in software testing and automation. He decided to undertake a Bachelor's in Game and Simulation Programming while simultaneously working full time to learn more about his chosen path. 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.
Bullet is an open source physics engine featuring 3D collision detection, soft body dynamics, and rigid body dynamics. It is used in games, and in visual effects in movies.
OpenGL (Open Graphics Library) is a cross-language, multi-platform application programming interface (API) for rendering 2D and 3D computer graphics.
With Learning Game Physics with Bullet Physics and OpenGL delve into a robust and modern physics engine game; and understand the challenges and solutions the developers of Bullet built into the library. Also readers can implement advanced physics simulation features like soft body physics, constraints, and collision filtering.
This book covers how to properly handle the rendering and physics processing of multiple objects and explore the technologies and concepts behind modern game physics simulation through a practical understanding of Bullet Physics and OpenGL also how to build crucial features that are essential to all games; collision events, user input, object control, and trigger volumes.
This book covers the following Chapters:
Chapter 1: Building a Game Application
Chapter 2: Rendering and User Input
Chapter 3: Physics Initialization
Chapter 4: Object Management and Debug Rendering
Chapter 5: Raycasting and Constraints
Chapter 6: Events, Triggers, and Explosions
Chapter 7: Collision Shapes
Chapter 8: Collision Filtering
Chapter 9: Soft Body Dynamics
This book is perfect for a beginner or intermediate programmer with a basic understanding of 3D mathematics and who want to discover some techniques and tricks in graphics and physics that can be used in any game development project. To learn more about the book please visit- http://www.packtpub.com/learning-game-physics-with-bullet-physics-and-opengl/book
|Learning Game Physics with Bullet Physics and OpenGL|
|Build a real-time complete game application, implementing 3D graphics and physics entirely from scratch
For more information, please visit: http://www.packtpub.com/learning-game-physics-with-bullet-physics-and-opengl/book