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Hands-On Game Physics Programming with C++. : Master Collision Detection, Rigid Bodies, Constraints, Character Controllers, Vehicles, and Destruction Through Practical Projects (en Inglés)
Benjamin Himmel (Autor) · Independently published · Tapa Blanda
Quedan 100 unidades
$ 38.19Default physics settings can get objects moving, but they rarely create the stable, responsive, production-ready gameplay systems that modern games demand. When characters jitter on platforms, vehicles feel floaty, ragdolls behave unpredictably, or destructible environments destroy performance, the problem is not the engine, it is the missing physics engineering layer behind the feature.
Hands-On Game Physics Programming with C++ gives game developers, gameplay programmers, and aspiring game physics engineers a practical path to building real physics systems with confidence. Instead of teaching physics as abstract theory, this book turns core concepts into hands-on projects using modern C++ workflows, PhysX-style architecture, Unreal Engine Chaos concepts, and production-minded middleware patterns inspired by Havok.
Inside, you will learn how to:
Build a C++ physics sandbox from the ground upWork with rigid bodies, forces, impulses, damping, and sleep rulesImplement collision detection, raycasts, sweeps, overlaps, and trigger volumesCreate physics-based grabbing, throwing, pushing, and object interaction systemsBuild constraints, hinges, sliders, doors, bridges, cranes, and breakable jointsDesign responsive character controllers with slopes, steps, ledges, and moving platformsTune vehicle physics, suspension, grip, center of mass, and handling feelCreate ragdoll reactions, physical animation transitions, and destruction workflowsDebug tunneling, jitter, unstable constraints, noisy collision queries, and performance spikesWhether you are preparing for game physics engineering roles, improving your Unreal Engine C++ skills, or building stronger gameplay systems for your own projects, this book helps you move from using physics features to engineering them.
Order this book today and start building game physics systems that feel stable, responsive, and ready for real gameplay.
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