
17
Putting It All
Together
e have now built a complete physics engine that can simulate any kind of
Wrigid body, detect collisions between objects, and realistically resolve those
collisions. It is capable of running the physics for a huge range of games, and it is time
to put it through its paces.
Before we work through the demonstration applications, it is worth taking stock
of where we are and looking at the physics engine as a whole.
17.1 Overview of the Engine
The physics engine we have built has four distinct parts:
The force generators (and torque generators) examine the current state of the
game and c alculate what forces need to be applied to ...