Monday, June 4, 2018
Video Game Physics Tutorial - Part III: Constrained Rigid Body Simulation
This is Part III of our three-part series on video game physics. For the rest of this series, see: In Part I of this series, we saw how the free motion of rigid bodies can be simulated. In Part II, we saw how to make bodies aware of each other through collision and proximity tests.
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This is a guest post from Sacha Greif, co-author of Discover Meteor and creator of VulcanJS and Sidebar.