PacktLib: Learning Game Physics with Bullet Physics and OpenGL

Learning Game Physics with Bullet Physics and OpenGL

Credits

About the Author

About the Reviewers

www.PacktPub.com

Preface

Building a Game Application

Application components

Exploring the Bullet and FreeGLUT projects

Exploring Bullet's built-in demo applications

Starting a new project

Building the application layer

Summary

Rendering and User Input

Rendering the scene

Basic rendering and lighting

Let there be light!

User input and camera control

Summary

Physics Initialization

The core bullet objects

Creating the Bullet components

Creating our first physics object

Building a custom motion state

Creating a box

Rendering from transform data

Stepping the simulation

Summary

Object Management and Debug Rendering

Handling multiple objects

Debug rendering

Introducing activation states

The domino effect

Summary

Raycasting and Constraints

The power of raycasting

Destroying objects

Constraints

Understanding constraints

Summary

Events, Triggers, and Explosions

Building a collision event system

Building trigger volumes

Force, torque, and impulse

Applying impulses

Summary

Collision Shapes

Spheres and cylinders

Convex hulls

Compound shapes

Summary

Collision Filtering

Groups and masks

Summary

Soft Body Dynamics

Soft body requirements

Summary

Index