Summary
In this chapter, we have learned the basic workings of the physical world implementation and how to visually debug physics proxies.
With your new knowledge, you should be aware of how you can use ray world intersections to gather knowledge about the surrounding game world. Oh, and we've blown stuff up.
If you don't feel ready to move on, why not create an extended physicalized entity or physics modifier such as a gravity gun, or a trampoline?
In the next chapter, we'll be covering the rendering pipeline, including how to author custom shaders, and how to modify materials at runtime.