Game Development Reference
In-Depth Information
Summary
We've explored the power and simplicity of Bullet's collision filtering system, and im-
plemented it into our scene to avoid generating collisions between objects of different
groups. This feature can be extended further to all kinds of useful situations, both for
the sake of gameplay and for simulation optimization.
In the next chapter, we will explore one final and powerful feature of the Bullet library:
Soft bodies!
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