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Reddit mentions of Game Physics

Sentiment score: 4
Reddit mentions: 7

We found 7 Reddit mentions of Game Physics. Here are the top ones.

Game Physics
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Found 7 comments on Game Physics:

u/InvisibleMan5 · 9 pointsr/gamedev

I highly recommend Real-Time Collision Detection.

This next book might not apply to your field directly, but I believe it is a good idea to be at the very least aware of what it discusses, and it is a very excellent book on its subject: The Art of Game Design: A Book of Lenses

I recommend this book as more of a reference than a tutorial; it will allow you to quickly brush up on those areas of math and physics which you will need while writing (or perhaps working with) a physics engine. I don't recommend attempting to learn the subjects through this book alone though. Game Physics

Reading 3D Math primer for Graphics and Game Development is how I learned linear algebra, although I plan on studying the subject from a textbook when I get the opportunity. I keep the book close for easy reference of the math related to 3D rendering (such as the projection and view matrices), although if you get this book you will want to read the errata document on its website. There may be better books to teach this stuff now, so please don't jump on it too hastily.

A couple books I do not own, but plan to correct that as soon as I can:
Game Physics Pearls and Real-Time Shadows

If I think of any others, I will edit this comment.

u/mysticreddit · 7 pointsr/gamedev

CD/CR is:

  • Collision Detection
  • Collision Response

    Are you asking about World-Entity or Entity-Entity collisions?

    CD/CR is usually done in UpdatePhysics() inside the Game-Loop

  • For each entity
  • Calculate Forces
  • Update position, velocity, etc.
  • Test against World collision volumes / hulls / tiles / mesh
  • Test against other Entities -- do CR

    There is no "single" answer - you can do it either way:

  • Level_DoPhysics( vector< Entities> entities, deltaTime );
  • Entity_DoPhysics( Level level, deltaTime );

    You'll probably want to batch up processing entities, and split them into a before and after phase:

  • Current Frame
  • Next Frame

    Other search terms are: Broad Phase vs Narrow Phase

    There are a couple of books you'll want to look at

  • Real Time Collision Detection
  • Game Physics
  • Game Engine Architecture

    Edit: Added deltaTime to DoPhysics()
u/HiroP713 · 2 pointsr/gamedev

I'm a big fan of http://www.amazon.com/Game-Physics-David-H-Eberly/dp/0123749034/ref=pd_sim_b_3

I also have physics for game developers but the Eberly book is superior. How's your physics knowledge already? Do you already have a base of knowledge that you're looking to apply to games or are you pretty much starting from scratch?

u/stephanimal · 2 pointsr/gamedev

Game Physics is a classic reference on physics engines. Be warned however, 'physics' used in games encompasses a lot more than just basic newtonian mechanics.

u/gavinb · 1 pointr/opengl

Well if you want to be the next Carmack, get cracking! :) You have a lot of ground to cover, such as: mathematics (matrices, linear algebra, etc), physics, artificial intelligence, real-time processing, multithreading, architecture, networking and protocols, rendering, sound, and much more!

It is certainly possible with enough time and dedication to develop your own engine. It's just that there are so many excellent engines already out there, that you would be competing with projects that have already invested many thousands of hours and have loads of titles already developed for them. Why not get involved with an existing project to start?

BTW I really like your idea of creating a FPS with one room and focusing on making that environment the richest possible, exploiting a wide variety of techniques. Do it!!

Is your ultimate goal to create an engine? Or to create a game? Remember, the engine is in many ways a means to an end - it's not much use without a game that uses it!

Either way, I think you would be well advised to get involved with one of the open source game engine projects, and start contributing. Once you've learned how they work, you will be in a much better position to design your own. And realistically, you can't really just design an engine without a game - you need to know how games work in the first place, and what features and architectural decisions and designs make for a good engine.

Consider joining:

u/k_Reign · 1 pointr/gamedev

Thanks a lot! I actually have that first book bookmarked but I forgot to put it on the list.

I'm leaning closer and closer to purchasing a copy of The Art of Game Design: A Book of Lenses and it's one I'm actually really curious about.

On Game Physics Pearls - I peeked into the first few pages and it looks like something that I will pick up once I have a bit of experience in that area...does that sound about right or would you say it could cater to beginners fairly well?

Game Physics seems like it may be a bit more beginner-friendly but you are right about it not being a tutorial, which is kind of important for me at this step. I'm definitely bookmarking this until I know a bit more on the subject, though. I'll be taking a Physics course next September so it may be a good time to look at it after that!

Real-Time Shadows looks very interesting but I'm unsure to the difficulty level of it to a beginner. It sounds like I need to brush up on my math after three years of not using it very often at all.

Thanks a lot for the suggestions!

*I'll be taking a course on Linear Algebra here in the coming semesters, but that book does sound like a good introduction along with how it works within 3D programming. I'll keep a look-out on that for a while; do you think it would be very worthwhile to read that before something like Real-Time Rendering?

u/empyrealhell · 1 pointr/gamedev

As an alternative, I own this book. While it's a bit heavy on the math at times, and the concepts are pretty advanced, it's a solid book. if you have a basic understanding of physics and a good background in math, it's a fantastic reference.

As for writing a physics engine from it, I haven't tried, but it covers the bases pretty well. I used it to write a very simple 2d platformer with any-angle collisions with arbitrary polygons and circles. Nothing fancy like fluid dynamics or variable density and elasticity, but it was a boon getting the rigid body mechanics set up, and I only touched probably the first couple chapters.