2D Game Collision Detection

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Author :
Publisher : Thomas Schwarzl
ISBN 13 : 1479298123
Total Pages : 82 pages
Book Rating : 4.29/5 ( download)

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Book Synopsis 2D Game Collision Detection by : Thomas Schwarzl

Download or read book 2D Game Collision Detection written by Thomas Schwarzl and published by Thomas Schwarzl. This book was released on 2012 with total page 82 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are You Wondering How 2D Collision Detection In Video Games Works? Learn how to determine shot impacts, find out which enemies are covered by lines of sight, recognize collisions of race cars or simply check if the mouse cursor floats above a button. This Book Is Designed For Game Developers Who Want To Implement Fast And Efficient 2D Collision Detection. The only prerequisite you need is basic knowledge in procedural programming. If you are familiar with any popular programming language like C, C++, Java, C# or Objective-C you have all you need to understand the code examples throughout the book. What You Will Get From This Book. The following topics get explained in detail: 2D vector mathematics, how to spot collisions of various 2D shapes, simple yet effective body representation of game objects, identifying clashing objects in motion and plenty of optimization tricks. Your Knowledge Will Be Built Up From Scratch. The book is written for beginners, new to the topic of geometrical 2D collision detection. There are plenty of illustrations and code examples which make it easy to understand the necessary concepts and algorithms. Use This Book As A Reference Guide. Aside its introductional nature this book is also designed to serve as a reference guide for looking up specific collision detection functions. So advanced game programmers will derive benefit from it as well. All The Presented Code Is Ready For Immediate Use. The code forged throughout the book can be downloaded from the book's website and can be used right away.

Real-Time Collision Detection

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Author :
Publisher : CRC Press
ISBN 13 : 1558607323
Total Pages : 634 pages
Book Rating : 4.23/5 ( download)

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Book Synopsis Real-Time Collision Detection by : Christer Ericson

Download or read book Real-Time Collision Detection written by Christer Ericson and published by CRC Press. This book was released on 2004-12-22 with total page 634 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming. Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.

Game Physics Cookbook

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1787120813
Total Pages : 481 pages
Book Rating : 4.15/5 ( download)

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Book Synopsis Game Physics Cookbook by : Gabor Szauer

Download or read book Game Physics Cookbook written by Gabor Szauer and published by Packt Publishing Ltd. This book was released on 2017-03-24 with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

Real-Time Collision Detection

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Author :
Publisher : CRC Press
ISBN 13 : 1000750558
Total Pages : 634 pages
Book Rating : 4.53/5 ( download)

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Book Synopsis Real-Time Collision Detection by : Christer Ericson

Download or read book Real-Time Collision Detection written by Christer Ericson and published by CRC Press. This book was released on 2004-12-22 with total page 634 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virt

Programming 2D Games

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Publisher : CRC Press
ISBN 13 : 1466508701
Total Pages : 438 pages
Book Rating : 4.05/5 ( download)

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Book Synopsis Programming 2D Games by : Charles Kelly

Download or read book Programming 2D Games written by Charles Kelly and published by CRC Press. This book was released on 2012-06-21 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt: A First Course in Game Programming Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Enables Students to Create 2D Games The text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at www.programming2dgames.com.

Developing Games in Java

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Author :
Publisher : New Riders
ISBN 13 : 9781592730056
Total Pages : 1012 pages
Book Rating : 4.51/5 ( download)

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Book Synopsis Developing Games in Java by : David Brackeen

Download or read book Developing Games in Java written by David Brackeen and published by New Riders. This book was released on 2004 with total page 1012 pages. Available in PDF, EPUB and Kindle. Book excerpt: Companion web site available.

Game Physics Engine Development

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Author :
Publisher : CRC Press
ISBN 13 : 0123819776
Total Pages : 542 pages
Book Rating : 4.72/5 ( download)

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Book Synopsis Game Physics Engine Development by : Ian Millington

Download or read book Game Physics Engine Development written by Ian Millington and published by CRC Press. This book was released on 2010-07-23 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

2D Collision Detection for Game Programmers

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Author :
Publisher :
ISBN 13 : 9781980354970
Total Pages : 334 pages
Book Rating : 4.79/5 ( download)

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Book Synopsis 2D Collision Detection for Game Programmers by : Steven Vaerten

Download or read book 2D Collision Detection for Game Programmers written by Steven Vaerten and published by . This book was released on 2018-03-09 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: The series "2D Collision Detection for Game Programmers" is the definitive reference series for collision detection algorithms. In the first volume; "Focus on Point Collisions", each of the three types of collisions will be defined: Static Collision, Semi-Dynamic Collision, and Dynamic Collision. The collision algorithms for points colliding with points, lines, horizontal lines, vertical lines, rays, segments, circles, ellipses, axis aligned bounding boxes (AABB), object oriented bounding boxes (OOBB), capsules, and polygons will be explored in detail. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for any game programmers wanting to understand the details of collision detection.

2D Collision Detection for Game Programmers: Focus on Circle Collisions

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Author :
Publisher :
ISBN 13 : 9781980396505
Total Pages : 308 pages
Book Rating : 4.07/5 ( download)

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Book Synopsis 2D Collision Detection for Game Programmers: Focus on Circle Collisions by : Steven Vaerten

Download or read book 2D Collision Detection for Game Programmers: Focus on Circle Collisions written by Steven Vaerten and published by . This book was released on 2018-06-23 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: The series "2D Collision Detection for Game Programmers" is the definitive reference series for collision detection algorithms. In the second volume; "Focus on Circle Collisions", each of the three types of collisions will be defined: Static Collision, Semi-Dynamic Collision, and Dynamic Collision. The collision algorithms for circles colliding with points, lines, horizontal lines, vertical lines, rays, segments, circles, ellipses, axis aligned bounding boxes (AABB), object oriented bounding boxes (OOBB), capsules, and polygons will be explored in detail. Each algorithm is complete with a clear diagram illustrating the collision, a descriptive list of steps that define the algorithm, and a Java implementation. This book is a must for any game programmers wanting to understand the details of collision detection.

Developing 2D Games with Unity

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Author :
Publisher : Apress
ISBN 13 : 1484237722
Total Pages : 398 pages
Book Rating : 4.24/5 ( download)

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Book Synopsis Developing 2D Games with Unity by : Jared Halpern

Download or read book Developing 2D Games with Unity written by Jared Halpern and published by Apress. This book was released on 2018-11-28 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unity’s ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity’s updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you’ve always dreamed about. Developing 2D Games with Unity can show you the way. What You'll Learn Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature. Build a working 2D RPG-style game as you learn.Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs.Take advantage of the streamlined 2D workflow provided by the Unity environment. Deploy games to desktop Who This Book Is For Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.