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Learning Game Physics with Bullet Physics and OpenGL by Chris Dickinson

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Creating our first physics object

Bullet maintains the same modular design of its core components even down to individual physics objects. This allows us to customize physics objects through their components by interchanging or replacing them at will.

Three components are necessary to build a physics object in Bullet:

  • A collision shape, defining the object's volume and how it should respond to the collisions with other collision shapes
  • A motion state, which keeps track of the motion of the object
  • A collision object, which acts as a master controller of the object, managing the previously mentioned components and the physical properties of the object

We'll cover some essential theory on these components before we build one in code. We'll also make some ...

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