Summary
In this chapter, you have learned how to add realism to your game by making use of simulated physics.
You know how to activate the physics simulation by attaching a BulletAppState to the application. You have learned that you add a physics control instance to each physical geometry, and register the control to the physics space. You know when to use different types of PhysicsControls and CollisionShapes.
You know what static, kinematic, and dynamic physics behavior is, and how these types of physical objects interact. You are aware that overusing physics has a huge performance impact, and you have learned tricks about how to use CPU-intensive features smartly.
Note
The jBullet physics simulation can also calculate the swinging motions of hinges ...
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