Game Development Reference
In-Depth Information
Finally, the irst post-perspective coordinates, x and y , are transformed into normalized device
coordinates to it our 2D frame buffer, like in the sample with Box2D. The camera is ixed at
a stationary point and its viewing direction cannot be changed in our simple application. The
projection matrix is also ixed, but there are no other restrictions.
There's more...
The 3D physical simulation is a very complex topic, which requires many topics to be read. We
would like to encourage the reader to check out the ODE Community Wiki pages at http://
ode-wiki.org/wiki to ind the oficial documentation and open source examples. A good
start in game physics can be made with the topic Learning Game Physics with Bullet Physics
and OpenGL from Packt Publishing: http://www.packtpub.com/learning-game-
physics-with-bullet-physics-and-opengl/book .
See also
F Setting up Box2D simulations
 
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