Chapter1: Vectors

Chapter2: Matrices

Chapter3: Matrix Transformations

Chapter4: 2D Primitive Shapes

Chapter5: 2D Collisions

Chapter6: 2D Optimizations

Chapter7: 3D Primitive Shapes

Chapter8: 3D Point Tests

Chapter9: 3D Shape Intersections

Chapter10: 3D Line Intersections

Chapter11: Triangles and Meshes

Chapter12: Models and Scenes

Chapter13: Camera and Frustum

Chapter14: Constraint Solving

Chapter15: Manifolds and Impulses

Chapter16: Springs and Joints

Appendix: Advanced Topics

Chapter1: Vectors

  Introduction

  Vector definition

  Component-wise operations

  Dot product

  Magnitude

  Normalizing

  Cross product

  Angles

  Projection

  Reflection

Chapter2: Matrices

  Introduction

  Matrix definition

  Transpose

  Multiplication

  Identity matrix

  Determinant of a 2x2 matrix

  Matrix of minors

  Cofactor

  Determinant of a 3x3 matrix

  Operations on a 4x4 matrix

  Adjugate matrix

  Matrix inverse

Chapter3: Matrix Transformations

  Introduction

  Matrix majors

  Translation

  Scaling

  How rotations work

  Rotation matrices

  Axis angle rotation

  Vector matrix multiplication

  Transform matrix

  View matrix

  Projection matrix

Chapter4: 2D Primitive Shapes

  Introduction

  2D points

  2D lines

  Circle

  Rectangle

  Oriented rectangle

  Point containment

  Line intersection

Chapter5: 2D Collisions

  Introduction

  Circle to circle

  Circle to rectangle

  Circle to oriented rectangle

  Rectangle to rectangle

  Separating Axis Theorem

  Rectangle to oriented rectangle

  Oriented rectangle to oriented rectangle

Chapter6: 2D Optimizations

  Introduction

  Containing circle

  Containing rectangle

  Simple and complex shapes

  Quad tree

  Broad phase collisions

Chapter7: 3D Primitive Shapes

  Introduction

  Point

  Line segment

  Ray

  Sphere

  Axis Aligned Bounding Box

  Oriented Bounding Box

  Plane

  Triangle

Chapter8: 3D Point Tests

  Introduction

  Point and sphere

  Point and AABB

  Point and Oriented Bounding Box

  Point and plane

  Point and line

  Point and ray

Chapter9: 3D Shape Intersections

  Introduction

  Sphere-to-sphere

  Sphere-to-AABB

  Sphere-to-OBB

  Sphere-to-plane

  AABB-to-AABB

  AABB-to-OBB

  AABB-to-plane

  OBB-to-OBB

  OBB-to-plane

  Plane-to-plane

Chapter10: 3D Line Intersections

  Introduction

  Raycast Sphere

  Raycast Axis Aligned Bounding Box

  Raycast Oriented Bounding Box

  Raycast plane

  Linetest Sphere

  Linetest Axis Aligned Bounding Box

  Linetest Oriented Bounding Box

  Linetest Plane

Chapter11: Triangles and Meshes

  Introduction

  Point in triangle

  Closest point triangle

  Triangle to sphere

  Triangle to Axis Aligned Bounding Box

  Triangle to Oriented Bounding Box

  Triangle to plane

  Triangle to triangle

  Robustness of the Separating Axis Theorem

  Raycast Triangle

  Linetest Triangle

  Mesh object

  Mesh optimization

  Mesh operations

Chapter12: Models and Scenes

  Introduction

  The Model object

  Operations on models

  The Scene object

  Operations on the scene

  The Octree object

  Octree contents

  Operations on the Octree

  Octree scene integration

Chapter13: Camera and Frustum

  Introduction

  Camera object

  Camera controls

  Frustum object

  Frustum from matrix

  Sphere in frustum

  Bounding Box in frustum

  Octree culling

  Picking

Chapter14: Constraint Solving

  Introduction

  Framework introduction

  Raycast sphere

  Raycast Bounding Box

  Raycast plane and triangle

  Physics system

  Integrating particles

  Solving constraints

  Verlet Integration

Chapter15: Manifolds and Impulses

  Introduction

  Manifold for sphere

  Manifold for boxes

  Rigidbody Modifications

  Linear Velocity

  Linear Impulse

  Physics System Update

  Angular Velocity

  Angular Impulse

Chapter16: Springs and Joints

  Introduction

  Particle Modifications

  Springs

  Cloth

  Physics System Modification

  Joints

Appendix: Advanced Topics

  Introduction

  Generic collisions

  Stability improvements

  Springs

  Open source physics engines

Box2D Lite

  http://box2d.org/files/GDC2006/Box2D_Lite.zip

  http://box2d.org/files/GDC2006/GDC2006_Catto_Erin_PhysicsTutorial.ppt
Box2D

  https://github.com/erincatto/Box2D
Dyn4j

  http://www.dyn4j.org
Bullet

  http://bulletphysics.org/wordpress
ODE

  http://www.ode.org
JigLib

  http://www.rowlhouse.co.uk/jiglib
React 3D

  http://www.reactphysics3d.com
Qu3e

  https://github.com/RandyGaul/qu3e
Cyclone Physics

  https://github.com/idmillington/cyclone-physics

  Books

Physics Modeling for Game Programmers

  Conger, D. (2004). Physics modeling for game programmers. Boston, MA: Thomson/Premier.

  By David Cogner, ISBN-13: 978-1592000937

Physics for Game Developers

  Bourg, D. M., & Bywalec, B. (2013). Physics for game developers. Sebastopol, CA: O'Reilly Media.

  By David M Bourg and Bryan Bywalec, ISBN-13: 978-1449392512

Game Physics Engine Development

  Millington, I. (2010). Game physics engine development: how to build a robust commercial-grade physics engine for your game. Burlington, MA: Morgan Kaufmann.

  By Ian Millington, ISBN-13: 978-0123819765

Game Physics

  Eberly, D. H. (2010). Game physics. Burlington, MA: Morgan Kaufmann/Elsevier.

  By David H. Eberly, ISBN-13: 978-0123749031

Real-Time Collision Detection  

  Ericson, C. (2004). Real-time collision detection. San Francisco, CA: Elsevier.

  By Christer Ericson, ISBN-13: 978-1558607323

Game Physics: A Practical Introduction

  By Ben Kenwright, ISBN-13: 978-1471033971

  Online resources

http://valvesoftware.com/company/publications.html

http://allenchou.net/game-physics-series

http://randygaul.net/category/physics

http://gafferongames.com/game-physics

http://wildbunny.co.uk/blog/category/physics-2

http://chrishecker.com/Rigid_Body_Dynamics

http://www.xbdev.net/physics/index.php

http://brm.io/game-physics-for-beginners

http://www.gdcvault.com

http://box2d.org/files

https://www.gamedev.net/forum/20-math-and-physics

  Summary

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