Using a physics engine

In this recipe, we will extend our existing mesh renderer to support the simulation of physics within a scene. We will continue to use the built-in Visual Studio graphics content pipeline, and rely on a simple mesh naming convention to designate static and dynamic objects within our scene.

Getting ready

For our physics engine, we will use BulletSharp, a .NET wrapper of the popular Bullet Physics library used in many AAA game and movie titles. Consider the following steps:

  1. Download the BulletSharp library from It is also included in the \External folder within the downloadable content for this book.
  2. Add a reference to the \External\bulletsharp-2.82\Release SharpDX\BulletSharp.dll assembly. ...

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