Game Programming Theory in C++ Long Table of Contents

Game Programming Theory in C++ Long Table of Contents

Back to previous book promo page(With page numbers)

Chapter 0 A Math Review and C++ Class Design 1

Basic Math Review 4
Vectors 7
C++ Object Oriented Programming, an Introduction to Classes 8
Class Syntax 9
The Three Access Qualifiers 10
Constructors and Destructors 11
The Implementation File 12
Adding Member Functions 14
Creating and Using Class Instances 15
Back to Vectors and the Creation of a Vector Class 16
Additional Vector Operations 17
Adding and Subtracting Vectors 19
Multiplication and Division by a Scalar 20
The Vector Dot Product, Cross Product, and Triple Scalar Product 21
Handling Rotations in 2D and the I/O of Vectors 22


Chapter 1 Chasing, Evading, Intercepting, and Patterned Movement 24

The Sample Programs and Model Coding 25
Chasing and Evading 26
The Screen Class 28
Implementing the Basic Chase Algorithm 31
The Line of Sight Algorithm 33
The Complexity of Line of Sight in a Continuous Environment 38
Vectors 40
Conversion from Global Coordinates to Local Coordinates 41
Line of Sight in a Continuous Environment 43
Intercepting 45
Patterned Movement 47
Patterned Movement in a Continuous Environment 54
Problems 55


Chapter 2 Basic Physics 56

The Units of Measurement 56
Newton’s Laws of Motion 58
Dealing with Forces 67
Global Versus Local Coordinates 68
Tensors 68
Kinematics: a Study of Motions 69
Non-constant Acceleration: Drag Forces 70
Firing Guns, Rockets, and Related Projectiles in 2D Space 70
Particle Motions in 3D Space 72
Rigid Body Motions in 3D Space 74
Problems 77


Chapter 3 Force and Kinetics 78

Gravity 79
The Effects of Friction 80
Fluid Dynamic Drag Forces 81
Pressure 82
Buoyancy 82
Springs and Dampers 83
Torque 84
Kinetics: Putting the Pieces Together 86
The Destroyer Example 87
The Complete Cannon 3D Space Example 89
Motions of Rigid Bodies 95
Problems 97


Chapter 4 A Rigid Body 2D Simulator 98

Setting Up the Rigid Body Class 98
Integration of Equations of Motion 103
Euler’s Method 104
Implementing Euler’s Method 105
Pgm04a Illustrates Euler’s Method 108
Improvements in the Integration Method 111
Rigid Body 2D Simulators 114
Programming Problems 114


Chapter 5 Flocking and Potential Function-Based Movement 115

Flocking 116
How are these rules combined into a whole package? 117
Implementing the Flocking Algorithm in a Continuous Environment (Pgm05a) 118
Alternate Method for Movement: Potential Function-Based Movement 127
Programming Problems 129


Chapter 6 Pathfinding Algorithms 130

Dealing with Obstacles 131
Tracing a Path Around Obstacles 132
Picking Up and Following a Trail and Following a Road 144
Node Navigation 155
The A* Pathfinding Algorithm 156
Programming Problems 167


Chapter 7 Scripting and Finite State Machines 168

A Scripting Ini-like File 168
Scripts Controlling Game Action 181
Finite State Machines 184
Programming Problems 195


Chapter 8 All About Projectiles, Cars, and Boats 196

Case 1: Launching and Landing Points Are at the Same Height 198
Case 2: Launching Point Is Higher Than the Landing Point 199
Case 3: Launching Point Is Lower Than the Landing Point 200
Case 4: Projectile Is Dropped From a Plane 201
The Impact of Drag on Projectile Motion 202
Drag and Terminal Velocities 204
The Robbins Effect (Magnus Effect) 205
Self-propelled Rockets 206
All About Cars 207
Resistance to Motion 207
Power to Overcome the Total Rolling Resistance 208
Distance Required to Stop a Car 209
Banking of Curves 210
All About Boats 211
Calculating a Ship’s Resistance 212
The Virtual Mass of a Ship 213
Calculating the Volume of a Ship’s Hull 214
Problems 219


Chapter 9 Writing an Airplane Simulator 220

Flying the Plane 223
Constructing the Plane Model 224
Matrix Algebra 229
Matrix Math Operations Summary 230
Mathematical Theorems of Determinants 232
Constructing a Matrix Class for Game Simulations 233
The Plane Classes Thus Far 239
Dealing with Rotations in 3D Space 248
Rotation Matrices 248
Quaternions 250
The Quaternion Class 251
Building the Rigid Body 3D Plane Simulator 257
Problems 267


Chapter 10 Fuzzy Logic and Probability 268

Fuzzy Logic 269
The Fuzzification Process 270
Fuzzy Logic Rules 274
Defuzzification Rules 275
A Practical Example: Pgm10a 277
Probability Theory 289
Theory of Probability 291
A Summary of the Rules of Probability 292
Programming Problems 293


Chapter 11 All About Collisions 294

Detecting a Collision in 3D 294
Collision Response 298
Impact 299
The Equations for Linear and Angular Impulse 301
Pgm11b Illustrates Both Linear and Angular Collision 304
Programming Problems 318


Chapter 12 Repeatable, Random Terrain Generation 319

The Basic Algorithm 319
Smoothing by Averaging 323
Smoothing by Using the Corner Points 325
Fault Line Landscape Generation 327
Handling Location within a World 332
Putting It All Together, Pgm12b 335
Programming Problems 347
Back to previous book promo page

Share Button