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.