ABSTRACT

This chapter shows that some of the most important things from geometry and linear algebra that are going to be needed in game physics: vectors, trigonometry, the Pythagorean Theorem and Identity, the Law of Cosines, and orientation. It discusses reflection meaning that readers are going to be bouncing balls off things to see how they behave. The proper name for this is collision response. The chapter also discusses digital calculus, mainly integration, which is the part of calculus that people often find the scariest, Starting with Euler integration. Verlet integration is another useful way to not do integration. One useful feature of Verlet integration is that it is easy to incorporate constraints to fix lengths and angles. The chapter provides a technique that satisfies constraints in game physics called relaxation. It also discusses on Jacobi and Gauss-Seidel relaxation. It is a general method for satisfying multiple constraints that works quite well.