In this recipe, we will extend our existing mesh renderer to support the simulation of physics within a scene. We will continue to use the built-in Visual Studio graphics content pipeline, and rely on a simple mesh naming convention to designate static and dynamic objects within our scene.
BulletSharplibrary from https://code.google.com/p/bulletsharp/. It is also included in the
\Externalfolder within the downloadable content for this book.
Add a reference to the
We use an example scene to demonstrate the physics engine. This is available within the downloadable content.
A debug renderer...