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In DetailPhysics 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…mehr

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Produktbeschreibung
In DetailPhysics 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.ApproachA comprehensive set of straight-forward, easy-to-follow tutorials in OpenGL and Bullet Physics that will teach you how modern game physics and 3D graphics work.Who this book is forIf you're a beginner or intermediate programmer with a basic understanding of 3D mathematics, and you want a stronger foundation in 3D graphics and physics, then this book is perfect for you! You'll even learn some of the fundamental concepts in 3D mathematics and software design that lies beneath them both, discovering some techniques and tricks in graphics and physics that you can use in any game development project.

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Autorenporträt
Chris Dickinson grew up in a quiet little corner of England with a strong passion formathematics, science and, in particular, video games. He loved playing them, dissectingtheir gameplay, and trying to figure out how they worked. Watching his dad hack the hexcode of a PC game to get around the early days of copy protection completely blew hismind! His passion for science won the battle at the time; however, after completing amaster's degree in physics with electronics, he flew out to California to work in the field ofscientific research in the heart of Silicon Valley. Shortly afterward, he had to admit tohimself that research work was an unsuitable career path for his temperament. After firingresumes in all directions, he landed a job that finally set him on the correct course in thefield of software engineering (this is not uncommon for physics grads, I hear).His time working as an automated tools developer for IPBX phone systems fit histemperament much better. Now he was figuring out complex chains of devices, helping itsdevelopers fix and improve them, and building tools of his own. Chris learned a lot abouthow to work with big, complex, real-time, event-based, user-input driven state machines(sounds familiar?). Being mostly self-taught at this point, Chris's passion for video gameswas flaring up again, pushing him to really figure out how video games were built. Once hefelt confident enough, he returned to school for a bachelor's degree in game and simulationprogramming. By the time he was done, he was already hacking together his own (albeitrudimentary) game engines in C++ and regularly making use of those skills during his dayjob. However, if you want to build games, you should just build games, and not gameengines. So, Chris picked his favorite publically available game engine at the time--anexcellent little tool called Unity 3D--and started hammering out some games.After a brief stint of indie game development, Chris regretfully decided that the demands ofthat particular career path weren't for him, but the amount of knowledge he hadaccumulated in just a few short years was impressive by most standards, and he loved tomake use of it in ways that enabled other developers with their creations. Since then, Chrishas authored a tutorial book on game physics (Learning Game Physics with Bullet Physics andOpenGL, Packt Publishing) and two editions of a Unity performance optimization book(which you are currently reading). He has married the love of his life, Jamie, and workswith some of the coolest modern technology as a software development engineer in Test(SDET) at Jaunt Inc. in San Mateo, CA, a Virtual Reality/Augmented Reality startup thatfocuses on delivering VR and AR experiences, such as 360 videos (and more!).Outside of work, Chris continues to fight an addiction to board games (particularlyBattlestar