Game Development Reference
In-Depth Information
But no physics engine is perfect. We've built a system that is very fast indeed,
but we've sacrificed some accuracy, particularly when it comes to how contacts are
resolved.
In the final chapter of this topic we'll look at other ways to approach building
a physics engine. You can use these either as inspiration for building your second
physics engine, or to extend the engine we've built with some extra features.
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