-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathindex.html
More file actions
64 lines (43 loc) · 3.23 KB
/
index.html
File metadata and controls
64 lines (43 loc) · 3.23 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
<!DOCTYPE html>
<meta charset="utf-8">
<title>Game Physics in One Weekend Series</title>
<link rel='stylesheet' href='style/website.css'>
<div class="content">
<h1 class="title">Game Physics in One Weekend</h1>
<div class='books'>
<a href='https://www.amazon.com/gp/product/B08RXT38YN'>
<img src='images/GamePhysicsInOneWeekend.jpg' width='202' height='325' alt='Game Physics in One Weekend'>
</a>
<a href='https://www.amazon.com/gp/product/B08RXSCKZ8'>
<img src='images/GamePhysicsTheNextWeek.jpg' width='202' height='325' alt='Game Physics: The Next Week'>
</a>
<a href='https://www.amazon.com/gp/product/B08RXQPXD1'>
<img src='images/GamePhysicsTheRestOfYourLife.jpg' width='202' height='325' alt='Game Physics: The Rest Of Your Life'>
</a>
</div>
<h1 id='intro'>Introduction</h1>
<p>This book series was inspired by Peter Shirley's <a href="https://raytracing.github.io/">Ray Tracing in One Weekend</a>.
His books would instruct someone, with little to no knowledge of graphics programming, to build a working homebrew path tracer.
<p>After reading his books, I thought there should be other series similar to that for as many subjects as possible. After all,
when starting to learn a subject, often times the most difficult part is figuring out how to start.
<p>The aim of <cite>Game Physics in One Weekend</cite> is to guide the reader through the process of
building a real-time rigid body physics simulation for use in games. It is my hope that the process of hand crafting
your very own physics simulation will demystify the subject.
<p>Since this is a book on game physics, you will need a renderer. If you have one of your own, then excellent.
If you do not have one, then I have a prepared a very meager Vulkan renderer.
<p>The code in this book is written in C++. Because this is a book with intended application in games, I’m assuming
that you either work on games or are a student aimed at working in the industry. And C++ is still rather ubiquitous
for game development, so it is a natural choice for this book series.
<h1 id='acknowledgements'>Acknowledgements</h1>
<p>I would like to thank Peter Shirley for both writing the <cite>Ray Tracing in One Weekend</cite> series and also granting
me permission to use the same naming scheme.
<h1 id='books'>Getting the Books</h1>
<p>You can find these books for sale on the <a href="https://www.amazon.com/gp/product/B08RXZ4FPR">Amazon kindle bookstore</a>.
<p>If, however, you can't access them on kindle or would rather not support Amazon, then you can download them here for free.</p>
<p><a href="https://gamephysicsweekend.github.io/pdfs/GamePhysicsInOneWeekend.pdf">Game Physics: In One Weekend</a></p>
<p><a href="https://gamephysicsweekend.github.io/pdfs/GamePhysicsTheNextWeek.pdf">Game Physics: The Next Week</a></p>
<p><a href="https://gamephysicsweekend.github.io/pdfs/GamePhysicsTheRestOfYourLife.pdf">Game Physics: The Rest of Your Life</a></p>
<h1 id='source'>Source Code</h1>
<p>Source code for the Vulkan based renderer may be found in the GitHub repository:
<a href="https://github.com/gamephysicsweekend/VulkanRenderer">https://github.com/gamephysicsweekend/VulkanRenderer</a>
</div>