Summary
In this chapter, we learned three advanced concepts in the physics engine. First, we talked about assembling bodies from multiple fixtures that can produce better fitting bodies. We have also seen how to use different types of fixtures in a single body to produce interesting effects. Secondly, we have learned what collision filtering is and how to use it to specify which bodies should collide and which should not. Finally, a brief introduction to joints was given and one of the joints was implemented.
In the next chapter, we are going back to our game and will add additional scenes: the splash, the menu, and the loading scene. We are going to see how to load resources in the background and show a message or an image in the meantime. We will also learn how to create persistent data in the game.