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Krishna Kumar - Learning Physics Modeling with PhysX

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Krishna Kumar Learning Physics Modeling with PhysX
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In this day and age, physics engines play a very critical role in the success of a sophisticated game. PhysX is a state-of-the-art cross-platform physics engine widely used by top game studios and developers. It contains all the physics-related components you will need and exploits the parallel-processing capability of modern GPUs as well as multi-core CPUs to make a game as physically-realistic as possible. This book will help you to program and simulate games by using PhysX 3. Learning Physics Modeling with PhysX helps you to master physics simulation using the PhysX Physics Engine from scratch. This is useful not only for game developers, but also for developers making virtual walkthroughs or training and other simulation applications. It will cover all the essential features of PhysX 3 with easy-to-understand code snippets and examples to help you learn quickly and efficiently. This book will start off by introducing you to the basic concepts of physic engines and will give you a glimpse of PhysX implementation. We then gradually cover more sophisticated topics with sample source code so that you can see what you have learned in action. We will cover the history and features of the PhysX SDK as well as how to configure it with the C++ compiler. After touching upon essential topics like rigid body dynamics and collision detection, we will gradually move on to more advanced topics like joints, scene queries, character controllers, particles, and cloth simulation. By the end of this book, you will have learned everything you need to know about the PhysX 3 Physics Engine, and you will be able to use it to program your very own physics simulation quickly and efficiently.

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Learning Physics Modeling with PhysX

Learning Physics Modeling with PhysX

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: October 2013

Production Reference: 1211013

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-814-6

www.packtpub.com

Cover Image by Aniket Sawant (<>)

Credits

Author

Krishna Kumar

Reviewers

Devin Kelly-Collins

Rui Wang

Acquisition Editor

Kevin Colaco

Commissioning Editor

Deepika Singh

Technical Editors

Rosmy George

Jinesh Kampani

Shruti Rawool

Aman Preet Singh

Copy Editors

Mradula Hegde

Kirti Pai

Alfida Paiva

Adithi Shetty

Laxmi Subramanian

Project Coordinator

Sherin Padayatty

Proofreader

Dirk Manuel

Indexer

Hemangini Bari

Production Coordinator

Conidon Miranda

Cover Work

Conidon Miranda

About the Author

Krishna Kumar is a Graphics and Game Programmer. He completed his Bachelor of Engineering in Computer Science in 2010. Since then, he has been working in the field of graphics, game programming, 3D interactive applications, and virtual reality. He feeds on the advancement of graphics and game technologies. In his free time he learns new things or plays FPS games such as Crysis, Far Cry, and COD. He also maintains a website at www.gfxguru.org, which is dedicated to graphics and game programming.

I would like to thank my parents for tolerating me since my birth, giving me opportunities, and making me look at the world from a different perspective. I would like to thank my brother, Pawan, and my sister, Sangeeta, who have always acted as my backbone; they keep on fueling my determination. I would like to thank my brother-in-law, Chandrika Prasad, for his motivation.

I would also like to thank Sumeet Sawant, Yogesh Dalvi, and Sherin Padayatty; without their contributions, this book would not have been written.

About the Reviewers

Devin Kelly-Collins is currently a student at Kansas State University, pursuing his undergraduate degree in Computer Science. He has mostly worked with Java and C#, developing multithreaded desktop applications and Web applications. He also has experience in developing games using XNA and Unity.

He is currently working with Surface Systems and Instruments, developing software that is used to process road profiling data in real-time. He has also worked with Kansas State University, developing web-based tools.

I would like to thank my girlfriend, Kalen Wright, for providing me with a base of operations.

Rui Wang is the founder and CTO of Beijing iLyres Technology Co. Ltd. He is in charge of new media interactive applications development. He is one of the most active members of the official OpenSceneGraph community, and contributes to this open source 3D engine regularly. He wrote the books OpenSceneGraph 3.0 Beginners' Guide , OpenSceneGraph 3 Cookbook , and Augment Realitywith Kinect , all of which are published by Packt Publishing . He is also a novel writer and a guitar lover in his spare time.

Many thanks to the writer and the Packt Publishing team for making such a great book about PhysX, the world-famous Physics Engine. And my deep gratitude to my family, for their love and spiritual support.

www.PacktPub.com
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Preface

Welcome to Learning Physics Modeling with PhysX . Video games are emerging as a new form of entertainment, and are developed for all kind of platforms, such as PCs, consoles, Tablet PC, mobile phones, and other hand-held devices. Current-generation games are much more sophisticated and complex than ever. Third- party physics engines are widely used in video games as middleware to achieve a physically-realistic world behavior such as gravity, acceleration, collision, force, friction, and so on. Nvidia PhysX is the state-of-the-art cross-platform physics engine that is widely used by top-notch game studios and developers. It contains virtually all of the physics-related components that a developer may want to integrate into their game. PhysX Physics Engine exploits the parallel-processing capability of a modern GPU as well as multi-core CPUs to make a game as physically realistic as possible.

PhysX Physics Engine is not only useful for game developers but also for developers who want to make an interactive walkthrough, training, or any other 3D application that requires real-time physics simulation.

What this book covers

, Starting with PhysX 3 SDK, covers a brief history, features, licence terms, system requirements, and what's new in PhysX SDK. We will also learn how to configure PhysX SDK with VC++ 2010 compiler.

, Basic Concepts, covers the basic concepts of PhysX SDK, including terminologies such as scenes, actors, materials, shapes, and how they are created, updated, and destroyed in PhysX SDK.

, Rigid Body Dynamics, covers rigid body properties such as mass, density, gravity, velocity, force, torque, and damping, and how we can modify these in PhysX SDK. We will also learn about kinematic actors, sleeping state, and the solver accuracy of a rigid body.

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