Questions tagged [bullet]

The Bullet Physics Library is an Open Source collision detection and rigid body dynamics library. The library is free for commercial use and open source under the ZLib License. **Do not use this for bullet points. Use [bulletedlist] instead. For bulleted lists in HTML, use [html-lists]. For generic bullet/projectile calculations use the [projectile] tag.**

From Bullet's main project page:

The Bullet 3D Game Multiphysics Library provides state of the art collision detection, soft body and rigid body dynamics.

  • Used by many movie and game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC and iPhone
  • Modular extendible C++ design with hot-swap of most components
  • Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU
  • Preparation for OpenCL data parallel optimizations for upcoming Bullet 3.x

Bullet Collision Detection can be used on its own as a separate SDK without Bullet Dynamics:

  • Discrete and continuous collision detection (CCD)
  • Swept collision queries
  • Ray casting with custom collision filtering
  • Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes.
  • Support for dynamic deformation of non-convex triangle meshes, by refitting the acceleration structures

Multi-physics support including:

  • Rigid body dynamics including constraint solvers, generic constraints, ragdolls, hinge, ball-socket
  • Support for constraint limits and motors
  • Soft body support including cloth, rope and deformable
  • Bullet is integrated into Cinema 4D, Lightwave, Blender and Carrara, and plugins for Maya, Houdini and 3ds Max are available
  • Serialization of physics data in the cross-platform binary .bullet file format

The library is free for commercial use and open source under the ZLib License.

Project page at GitHub: https://github.com/bulletphysics/bullet3 Other tags: bulletphysics (https://stackoverflow.com/tags/bulletphysics/info)

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Bullet physics: How to get relative points on collision shape

To get relative points on a collision shape (compound shape), I have tried the raytest from inside-out of the shape, but never worked from inside. it only worked from outside. Here is my setup and the code: C++ openframeworks bullet physics addson…
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Mesh-mesh Bullet collision detection

I am using BulletSharp to integrate Bullet into a WPF application. My scene includes 2 instances of CollisionObject whose CollisionShape is a BvhTriangleMeshShape(), and a sphere. DefaultCollisionConfiguration collisionConf = new…
Nic
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Detect collision of btCompoundShape with btSphereShape with Bullet and LibGDX

I'm trying to detect collision between btCompountShape and btSphereShape with Bullet library used in LibGDX project. My detection method looks like this: def checkCollision(left: btCollisionObject, right: btCollisionObject) = { val leftWrapper =…
amorfis
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How to adjust rotation of Character to slope of terrain in OpenGL with Bullet library

I am currently working on a small game using OpenGL (Windows, Visual Studio). For physics I use the BulletLibrary. The Setup in OpenGL: floor: A "hilly" terrain model (in Bullet btBvhTriangleMeshShape) player: A model of a small animal…
seBaka28
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Hot to detect collision between a triangle and convexhull in Bullet library

I am trying to detect a collision between a triangle and a convexHull created from some rigid pints. I have created the rigid object using btConvexHullShape. Can anyone help how to proceed with the collision test?
Sarbartha Sengupta
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Bullet Physics - Orienting a rigid body

I'm trying to orient a cylinder in bullet. Right now, the cylinder is the only thing in the simulation. I have found some answers here, and believe I am close, but still no rotation. Here is my function for creating the cylinder, maybe something…
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How do i convert from center origin to bottom origin?

I will start by apologizing I highly doubt I will have any of the correct terminology, unfortenately after a few hours of raw testing and mashing my head against the wall I can figure this out. I working with an engine the orients its models using a…
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Bullet physics with Visual Studio 2013

So, I'm trying to use bullet physics in Visual studio 2013. I downloaded version 2.83, builded it with VS and cmake, and added bullet projects to dependencies. It is working, and i can use bullet stuff (I include btBulletDynamicsCommon.h and…
Heiski
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Libgdx blender bullet Maximum size of model , object

Please let me understand the following: 1)Is there any limitations on maximum size of a model (from blender exported to fbx to g3dj) that can be loaded in libgdx. 2)Is There any Limitations on maximum size of an object that bullet physics can…
user1573344
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Libgdx - Bullet Physics 3rd Person Camera , Object becoming smaller or moving away from camera over the time

I have tried a very simple 3rd person camera using a freely falling (under gravity) bullet sphere. And in render() I have tried to set the camera position slightly above the sphere and set the look-at of camera according to the direction of movement…
user1573344
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Libgdx Bullet getRayFromWorld() broken

Okay, so I am not sure what point I updated from, but I grabbed the newest nightly tried to recompile my code to find callback.getRayFromWorld().setValue(rayFrom.x, rayFrom.y, rayFrom.z); callback.getRayToWorld().setValue(rayTo.x, rayTo.y,…
CloudTwoNJ
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Unexpected flying boxes while trying to render

So for a quick sample in pictures: This is normal: this is after rotating 180 deg on either the X or Y axis: I don't see why this is happening at all. I'm using OpenTK to render a simple Bullet physics scene. The code is straight forward and it…
mcmonkey4eva
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Libgdx destroying multiple bodies

So basically i get an error when trying to destroy bodies that are not in screen bounds. Also my one type bodies start to act strange when other type bodies are destroyed ( example bullets starts to move backwards) here are the code samples :…
Rimwis
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Bullet physics multi-sphere body getting sucked through ground

I have made several attempts to fix this and read all I could find here/forum/google. I used a CCD treshold mush lower than my objects move speed and using a CCD radius much smaller than the objects half radius. The only thing this does is make the…
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Ogre3D with OgreBullet

Actual problem I'm working with Ogre3D 1.7 and I am trying to build the OgreBullet library (wrapper for the Bullet 2.82 Physics librairy) but I've got some casting errors : 1>..\..\src\OgreBulletCollisionsRay.cpp(87): error C2664:…
Dali
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