Game Development Reference
We have introduced some generic object management code to better facilitate future
projects and expansion. Our GameObject class contains the object data, while Bul-
letOpenGLApplication ensures our objects are stored, and rendered regardless
of how many we create and what their private properties might be.
We have also added debug rendering to our scene, so that we can visualize some of
the information coming from our physics objects. This is a useful tool to keep in one's
tool chest when working with a physics engine such as Bullet, since attempting to de-
bug complex mathematics at a low level can be mind-bendingly difficult.
In the next chapter, we will implement some advanced mouse control through the
power of raycasting and constraints.