2D 游戏物理编程
发布日期:2024年5月
MP4 | 视频:h264,1280×720 | 音频:AAC,44.1 KHz,2声道
类型:电子学习 | 语言:英语 | 课程时长:191课时(35小时8分钟) | 大小:7.16 GB
学习所有与2D游戏物理相关的理论和数学,并使用C++从零开始创建一个简单的刚体物理引擎。
本课程是对2D游戏物理世界的轻松介绍!我们将复习所有美丽的数学知识,为大多数物理引擎提供了基础,从对向量、矩阵、基本三角学的深入复习开始,刚体碰撞,甚至涉及一些微积分。
讲座旨在从第一原理教授所有概念。在我们的旅程中,我们将复习物理学的几个主题,如速度、加速度、积分、质量、力、重力、阻力、摩擦、刚体动力学、碰撞检测、约束等。
我们还将把理论付诸实践,使用C++编写一个非常简单的2D物理引擎。
我们将从编写一个粒子物理的模拟开始,这对我们来说是一个很好的开始,可以解决运动、力、位移和积分等概念。
然后,我们将通过向对象添加形状(如圆形、矩形和多边形)来处理刚体。我们还将学习如何编写这些刚体之间的碰撞检测和碰撞解决方法。
最后,我们将通过向物理引擎添加约束来完成我们的C++实现,这将帮助我们向引擎添加不同类型的对象,如关节和布娃娃。约束最终将帮助我们提高引擎的稳定性,并且它们是讨论一些有趣的微积分思想的绝佳机会。
2D Game Physics Programming
Released 5/2024
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English | Duration: 191 Lessons ( 35h 8m ) | Size: 7.16 GB
Learn all the theory and the math behind 2D game physics and create a simple rigid-body physics engine from scratch with C++.
This course is a gentle introduction into the world of 2D game physics! We’ll review all the beautiful math that provides the foundation for most physics engines, starting with a strong review of vectors, matrices, basic trigonometry, rigid-body collision, and touching a little bit of calculus as well.
The lectures are designed to teach all concepts from first principles. In our journey, we’ll review several topics from physics, like velocity, acceleration, integration, mass, forces, gravity, drag, friction, rigid body dynamics, collision detection, constraints, etc.
We’ll also put theory into practice by coding a very simple 2D physics engine from scratch using the C++ programming language.
We’ll start by writing a simulation of particle physics, which is a good start for us to address concepts like movement, forces, displacement, and integration.
We’ll then proceed to work with rigid bodies by adding shapes to our objects, like circles, rectangles, and polygons. We’ll also learn how to code the collision detection and collision resolution between these rigid bodies.
We’ll conclude our C++ implementation by adding constraints to our physics engine, which will help us add different types of objects to our engine, like joints and ragdolls. Ultimately, constraints will help us improve the stability of our engine, and they are a great opportunity for us to discuss some interesting ideas from calculus.
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