Learning Game Physics with Bullet Physics and OpenGL

Cover of Learning Game Physics with Bullet Physics and OpenGL by Chris Dickinson
Publisher: Packt Publishing
Year: 2013
Language: en
Edition: 1
Pages: 126
ISBN-13: 9781783281879
Dimensions:
Height: 9.25 Inches
Length: 7.5 Inches
Weight: 0.51 Pounds
Width: 0.29 Inches
Editorial overview Touché

Learning Game Physics with Bullet Physics and OpenGL by Chris Dickinson, published by Packt Publishing in 2013, is a comprehensive guide designed for those interested in game development. This edition spans 126 pages and is presented in English. The book focuses on the integration of physics simulation in game development, emphasizing the Bullet Physics library, which is essential for creating realistic gameplay experiences.

Readers will find a structured approach to understanding modern physics engines, starting with the basics of writing an OpenGL application and progressively exploring the features of the Bullet library. The content covers key aspects such as collision event systems, user input handling, and the simulation of soft bodies. Additionally, the book delves into rendering techniques, lighting, and object management, providing a thorough understanding of how physics is simulated in video games. This resource aims to equip readers with the knowledge needed to advance their skills in game graphics and physics.


Official synopsis Publisher

Physics simulation is an integral part of almost all game development projects as it is essential to the rules and feel of the game (gameplay) regardless of the project’s scale. Bullet is a 3D Collision Detection and Rigid Body Dynamics Library for games, and special effects for film and animations. Bullet is integrated into many 3D modelers including Maya, Houdini, Cinema 4D, LightWave, and Blender. It is free for commercial use and open source under the permissive ZLib License.A comprehensive guide to start building games with the Bullet Physics library. Learn how modern physics engines work by implementing key features such as collision event systems, user input handling, and simulation of soft bodies. Then learn to control it all with forces, constraints, and robust object management. This book will reveal what’s going on under the hood of two modern and feature-rich graphics and physics APIs; OpenGL and Bullet Physics.This book begins by teaching you to write your first OpenGL application, and then dives in to exploring the many features of the Bullet library in a straightforward manner. Each new feature expands upon the last, teaching you more about how physics is simulated in a video game, and how Bullet gives you the power to control every aspect of your simulation. You will learn how to render simple and complex shapes, apply some basic lighting, and construct a simple yet robust rendering system. From here, you will pull back the veil to see what’s going on underneath Bullet Physics, and learn to implement key game logic features through this widely-used and extensive physics library. After you finish this book, you’ll be armed with a wealth of knowledge to tackle the more advanced aspects of game graphics and physics going forward.

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What is “Learning Game Physics with Bullet Physics and OpenGL” about?
This page includes the available description and bibliographic details for “Learning Game Physics with Bullet Physics and OpenGL” by Chris Dickinson. Synopsis preview: Physics simulation is an integral part of almost all game development projects as it is essential to the rules and feel of the game (gameplay) regardless of the project’s scale. Bullet is a 3D Collision Detection and Rig…
Who is the author of “Learning Game Physics with Bullet Physics and OpenGL”?
“Learning Game Physics with Bullet Physics and OpenGL” is credited to Chris Dickinson.
When was “Learning Game Physics with Bullet Physics and OpenGL” published?
Publisher: Packt Publishing. Year: 2013.
What is the ISBN for “Learning Game Physics with Bullet Physics and OpenGL”?
ISBN-13: 9781783281879.
What are the book details (language, pages, edition)?
Language: en. Pages: 126. Edition: 1.

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