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3D Game Development with Microsoft Silverlight 3 Beginner's Guide by Gastón C. Hillar

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Summary

We learned a lot in this chapter about simulating the laws of 2D and 3D physics. Specifically, we were able to define gravitational force, mass, drag coefficients, and moment of inertia to represent the physical properties of the bodies that define a model. We used a physics engine to apply forces, impulses, and torques to 3D models. We took advantage of object-oriented capabilities to add physics to existing 3D characters. We also understood how to use a 2D engine to work in a 3D world.

Now that we've learned to use an engine to simulate physics for 3D characters in a 3D scene, we're ready to apply artificial intelligence, which is the topic of the next chapter.

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