The gameplay of the game is almost complete, and we will take a short break from the game now. This chapter deals with a slightly more advanced topic, the advanced physics. While it is not necessary to add any of the concepts we are going to learn in this chapter to our game, they certainly can make the game's look and feel much better.
In this chapter, we will learn how to assemble bodies from multiple fixtures that will allow us to create more precise simulation, especially when it comes to collisions. We will also learn about joints, which are used to create systems of linked bodies and collision filtering. This will either help us to reduce the number of collisions, filter the unwanted collisions, and is also used to reduce the performance requirements.
We will use the current code from Chapter 7, Detecting Collisions and Reacting to Events, but we will add a lot of new things simply to illustrate the physics concepts. Therefore, most of the code will not be...