This project has covered a lot of ground. We practiced converting accelerometer input into a more readily usable form and interpreting it based on the player's orientation in the game world. We explored using several different aspects of the physics engine to control motion, including force, impulse, and velocity. We covered the basics of using collision filters to select which objects do and don't affect each other. We also extended our technique for calculating and tracking scores to cover game lives as well, which are core features in many game styles that future projects will use without extensive discussion.
And, of course, there were explosions!
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