Summary

In this chapter, we've learned the basics of using a physics engine in your game. Although we learned how to create and manipulate physics bodies, detect collisions, and apply forces and impulses, we barely scratched the surface of what you can do with a physics engine.

We haven't created more complicated physics bodies using polygon shapes or even multi-shape bodies. We didn't use sensors and haven't created complicated mechanisms using joints.

However, I think that information presented in this chapter might be already too overwhelming, especially if you have only just begun to learn how to use physics in your games. Nonetheless, I'm sure this chapter has everything you need to know to start creating physics-enabled games and continue ...

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