Game Development Reference
In-Depth Information
Introduction
In the previous chapters, you learned about the anatomy of physics simulation in games.
We have explored various sections of the Physics engine, including its integration with
games and playing with the basics of the game engine. You have learned the ways to create
static and dynamic bodies as well. Now, in this chapter, our major focus will be on adding
some more reality to games by the advanced level of physics integration. This includes
playing with lots of physics bodies tied together with joints. You will also learn the ways to
detect the collision between two physics bodies. The overall agenda will be to create a mini
game in the chapter, which will hold together all the recipes and will help in better under-
standing of these sections. The game will be divided into three the following parts:
• Creating the game holding a physics world with some physics bodies
• Then we will move forward and join those physics bodies with various types of
joints
• Then, finally, you will learn various ways to detect the collision and contact
between the various physics bodies in the world
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