Summary
In this chapter, you learned how to create a basic model and load 3D model of a car, frustum culling, rendering 2D text in a 3D scene, and ray picking.
You also learned about a standalone tool, FBX converter, to generate LibGDX supported 3D formats from .obj
or .fbx
models.
In the next chapter, you will learn how to include 3D physics in a game using Bullet Physics. This includes creating rigid bodies and applying physics properties just like you learned in Box2D.