Game Development Reference
We have created four new types of Bullet collision shapes in our application by in-
troducing more case statements to our DrawShape() function. Any object can be
built from primitive shapes such as triangles, quads, and so on (which is why they're
called primitives), but we have also discovered that there are helper functions inside
FreeGLUT called quadrics which make this process easier for us.
In the next chapter, we will explore how collision filtering can be used to develop in-
teresting physics behavior and game logic.