Abstract
In the previous chapter, you implemented functionality to support basic drawing operations. Drawing is the first step to constructing your physics engine because it allows you to observe the output while continuing to expand the engine’s capabilities. In this chapter, two critical components for 2D physics simulations, the core engine loop and rigid shape class, will be examined and added to the engine. The core engine loop, or the engine loop, allows the engine to control and handle the real-time interaction of game objects, while the rigid shape class abstracts and hides the detailed information such as positions and rotation angles that are required for future physics calculations.
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© 2017 Michael Tanaya, HuaMing Chen, Jebediah Pavleas and Kelvin Sung
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Tanaya, M., Chen, H., Pavleas, J., Sung, K. (2017). Implementing the 2D Physics Engine Core. In: Building a 2D Game Physics Engine. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-2583-7_2
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DOI: https://doi.org/10.1007/978-1-4842-2583-7_2
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-2582-0
Online ISBN: 978-1-4842-2583-7
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