Building a 2D Game Physics Engine

Using HTML5 and JavaScript

Nonfiction, Computers, Entertainment & Games, Game Programming - Graphics, General Computing
Cover of the book Building a 2D Game Physics Engine by Michael Tanaya, Jebediah Pavleas, Kelvin Sung, Huaming Chen, Apress
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Author: Michael Tanaya, Jebediah Pavleas, Kelvin Sung, Huaming Chen ISBN: 9781484225837
Publisher: Apress Publication: January 11, 2017
Imprint: Apress Language: English
Author: Michael Tanaya, Jebediah Pavleas, Kelvin Sung, Huaming Chen
ISBN: 9781484225837
Publisher: Apress
Publication: January 11, 2017
Imprint: Apress
Language: English

Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions.

In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers.

What You'll Learn

  • Gain an understanding of 2D game engine physics and how to utilize it in your own games

  • Detect collisions between rigid bodies

  • Resolve interpretations after rigid body collisions

  • Model and implement rigid body impulse responses

Who This Book Is For

Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions.

In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers.

What You'll Learn

Who This Book Is For

Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.

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