ABSTRACT
Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help t
TABLE OF CONTENTS
part |2 pages
PART I PARTICLE PHYSICS
part |2 pages
PART II: MASS-AGGREGATE PHYSICS
part |2 pages
PART III RIGID-BODY PHYSICS
part |2 pages
PART IV: COLLISION DETECTION
part |2 pages
PART V: CONTACT PHYSICS
part |2 pages
PART VI WHAT COMES NEXT?