Realistic games are impossible to create without physics engines. This chapter introduced you to the most exciting areas in game development using WebGL and physics. We started our journey by creating terrain geometry and finished it by making the geometry an active physics static rigid body. We also covered how a physics engine is decoupled from the rendering code and demonstrated how 3D graphics objects are linked to the physics object. The concepts such as collisions, forces, and impulse are in the core of each game.
We used JigLib as a reference library to implement physics in our game.
In the next chapter, we will introduce you to your enemy Mr. Green and animate his body using bones and joints.