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Introduction to Game Physics with Box2D

Introduction to Game Physics with Box2D


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About the Book

Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.

Table of Contents:
Read Me First Why Does This Book Exist? Preconditions Postconditions Programming Style Supplementary Material I Introduction to Game Physics Mathematics for Game Physics Geometry and Linear Algebra Reflections on Reflection Digital Calculus Relaxation A Rigid Body Physics Game The 8-Ball Pool End Game Code Run-Through Render World Object World Objects A Soft Body Physics Toy Particles Springs Soft Bodies Ragdoll Physics II Game Physics with Box2D Getting Started Download and Set Up Box2D Overview of Box2D Units Our First Box2D App A Tale of Three Modules The Common Module The Math Library The Collision Module Shapes The Dynamics Module Joints The Cannon Game The Platform and the Tower The Heads-Up Display The Object World The Cannon Object The Frame Loop and the Keyboard Handler Son et Lumière The Collision Module Contacts and Manifolds Contact Listeners AABBs Dynamic Trees III Appendices For Math Geeks Only The Blacke Arte of Program Debugging The Debug printf Zen and the Art of Debugging There Are, In Fact, Dumb Questions Lies of π Quis Custodiet Ipsos Auditores? Bullet Physics Getting Started The Dynamics World Adding Objects Rigid Body Dynamics Motion States Render Frames and Physics Frames Bibliography Index Exercises appear at the end of each chapter.

About the Author :
Ian Parberry is a professor in the Department of Computer Science and Engineering at the University of North Texas. He is also the secretary of the Society for the Advancement of the Science of Digital Games. A pioneer of game development in academia, Dr. Parberry is the author of seven books and more than 70 articles on a wide range of computing subjects, including algorithms, complexity theory, parallel computing, neural networks, and game development. In 2010, The Princeton Review ranked his undergraduate game development program in the top 50 in North America. More than 60 professional game developers are alumni of his game development classes, including Jason West, co-founder of the Call of Duty franchise.


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Product Details
  • ISBN-13: 9781466565777
  • Publisher: Taylor & Francis Inc
  • Publisher Imprint: CRC Press Inc
  • Language: English
  • No of Pages: 261
  • ISBN-10: 1466565772
  • Publisher Date: 14 May 2014
  • Binding: Digital (delivered electronically)
  • No of Pages: 261


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