Game Development Reference
In-Depth Information
Summary
We've created the essential components that Bullet needs to initialize, and hooked
them all together. We then created our first object in Bullet and extended our render-
ing system to render the object as it moves through space. To do this we created a
custom class, OpenGLMotionState , which extends one of Bullet's own objects. This
class simplifies the process of obtaining the correct OpenGL transform matrix from
our object.
In the next chapter, we will implement a more robust system to handle multiple ob-
jects, and look into extracting useful physics debug information from Bullet.
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