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Pikuma – 2D Game Physics Programming

Pikuma - 2D Game Physics Programming

2D Game Physics Programming

 

2D Game Physics Programming : 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.

This is a self-contained course with no formal prerequisites. However, you will probably get the most out of it if you already know the basics of coding (if-else, loops, functions).
We will explore some very interesting math along the way, but all you really need is to know some simple algebra. If you know how to solve the equation below for x, then you should be able to follow along and have fun like everyone else!


Course content

  • 1. Introduction
  • 2. Vectors
  • 3. Vector Operations
  • 4. Dot Product & Cross Product
  • 5. Vectors Normalization
  • 6. Vector Transformations
  • 7. Vectors in C++
  • 8. Starting our C++ Project
  • 9. Particle Physics
  • 10. Simulating Movement
  • 11. Applying Forces to Particles
  • 12. Drag Force and Friction Force
  • 13. Gravitational Attraction
  • 14. Spring Forces
  • 15. Rigid Body Physics
  • 16. Polygons and Vertices
  • 17. Colliding Circles
  • 18. Impulse and Momentum
  • 19. Colliding Boxes
  • 20. Angular Collision Resolution
  • 21. Circle-Polygon Collision
  • 22. Displaying Textures
  • 23. The World Class
  • 24. Engine Collision Instability
  • 25. Constraints
  • 26. Matrices and Systems
  • 27. Distance Constraint
  • 28. System of Constraints
  • 29. Penetration Constraint
  • 30. Stack of Boxes
  • 31. Optimization Options
  • 32. Conclusion & Next Steps

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