Introduction
In modern games, and games of the past, some type of physics has always been added to increase the sense of realism. Although most physics in games is an approximation or optimization of actual physics rules, it does a good job of achieving the desired results. Physics in games is basically a rough implementation of the Newtonian laws of motion, mixed with the basic fundamentals of collision detection.
The trick for a games developer is to write the code in such a way that it does not bottleneck the CPU and the game still runs at a desired framework. We will discuss some basic concepts that we require to introduce physics into our game. For the sake of simplicity, we have integrated Box2D into our engine and, along with a renderer (OpenGL), we will output some physics interaction between objects. For 3D physics, we will get help from the Bullet Physics SDK and display the desired result.