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Learning Game Physics with Bullet Physics and OpenGL by Chris Dickinson

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Chapter 3. Physics Initialization

In this chapter, we will discover how to initialize the Bullet library, and learn how to build our first physical rigid body object, which is the simplest object available in Bullet.

The core bullet objects

Bullet is designed from the ground up to be highly customizable. Each major task that the physics engine performs is isolated into its own modular component, allowing them to be replaced with ease as long as they inherit from the appropriate interface/base classes.

Most applications, such as ours, can make do with a generic, one-size-fits-all selection of components, but if we ever find ourselves needing something more advanced, optimized, or technically superior, then there is nothing stopping us from interchanging ...

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