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.
For our physics engine, we will use BulletSharp, a .NET wrapper of the popular
Bullet Physics
library used in many AAA game and movie titles. Consider the following steps:
Download the
BulletSharp
library from https://code.google.com/p/bulletsharp/. It is also included in the\External
folder within the downloadable content for this book.Add a reference to the
\External\bulletsharp-2.82\Release SharpDX\BulletSharp.dll
assembly.We use an example scene to demonstrate the physics engine. This is available within the downloadable content.
A debug renderer...