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Videos for Intro to Game Physics with Box2D

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Here are some supplementary videos to accompany Ian Parberry's Introduction to Game Physics with Box2D, AK Peters Publishers.

Chapter 1

If you haven't actually bought the book yet, watch this introductory video.

Chapter 2

This video demonstrates the use of Verlet integration and Gauss-Seidel relaxation from Sections 2.3 and 2.4 to animate sticks and springs. Don't be afraid of the hairy mathematics and the scary names, it's really just a couple of dozen lines of code added to a rendering engine. Chapter 2 is all about mathematics. This is a taste of what you will be able to do once you grok it.

Chapter 3

Here's how to play the 8 Ball Pool End game from Chapter 3. We're doing the rigid body ball-to-ball and ball-to-wall collisions as described in Chapter 2.

Chapter 4

The Ball and Spring Toy from Chapter 4 shows how you can use Verlet integration and Gauss-Seidel relaxation from Chapter 2 to create bodies made out of sticks and springs.

Chapter 5

Chapter 5 shows how to download and set up the Box2D library for use in your game, and how to create a simple toy.

Chapter 7

Chapter 7 lets you see the code for the Cannon Game, in which you use a cannon to knock down a tower of books.

Chapter 8

Chapter 8 adds more sophisticated collision response code to the Cannon Game using contact manifolds and a contact listener to animate stars at the points of collision.

Appendix B

Appendix B isn't exactly about game physics, but it's about a subject that doesn't get talked about nearly as much as it should - program debugging. You'll be doing a lot of debugging of physics programs, believe me. This is a video from a much longer lecture about debugging, the highlights of which are in Appendix B.

Created August 23, 2012. Last updated November 14, 2022.