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.
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:
- Download the
BulletSharplibrary from https://code.google.com/p/bulletsharp/. It is also included in the
\Externalfolder within the downloadable content for this book.
- Add a reference to the
\External\bulletsharp-2.82\Release SharpDX\BulletSharp.dllassembly. ...