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 and joints (useful for chains or rope bridges), and there is also a class that implements typical vehicle behavior (useful for race cars and motorcycles). You can find more details about these specialized use cases of physics on the jmonkeyengine...