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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Implement eager loading to stop N+1 - Rails

I currently have a page that takes 11 seconds to load. I'm using the Bullet Gem to help me find where the N+1 query is happening. Its giving my some output but I really don't know what to do with it. Here is the output from Bullet: GET…
Bitwise
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Bullet - Rigid bodies not colliding at high speed?

I'm trying to make a basic first person shooter game with Bullet and OpenGL. I'm having the issue of my rigid bodies not colliding at high speed. My bullets will go straight through any other rigid bodies that I have, such as walls. Reducing…
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Collision between kinematic bodies in Bullet Physics

I'm working with Bullet Physics Engine. My created world is based on: Static Object --> Ground Dinamic Object --> Is going to be moved by other objects. 2 Kinematic objects --> They are going to move the dinamic one. I need to control them from…
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Object Speed in libgdx

I'm learning libgdx development and I'm having trouble while editing demos: I'm editing a oficial flappy bird demo, I removed the rocks and I added some bullets (From right to left) here is my code: public class FGame implements Screen { // General…
Edw4rd
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Unable to run Woden Physics Example in Pharo

I am trying to run the Woden Physics Example inside Pharo which involves getting Bullet properly compiled and the smalltalk bindings properly installed in Pharo. I am using Linux Mint 17 x64. But NativeBoost seems unable to load the compiled…
scorpion81
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Strange rayTest results using Bullet in LibGDX

I am trying to detect mouse-picks of a box shaped collision object, but somehow Bullet's rayTest shows a strange behavior. Here ist my world setup: public void create () { Bullet.init(); Gdx.app.log("Bullet", "Version = " +…
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cgo pointer value changed

I made bindings to a C api (bullet physics engine) using cgo, some functions make use of data pointers. The idea is that I can attach a pointer to an object and retrieve it later when the physics engine invokes a callback. My problem is that when i…
user2475269
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BulletPhysics (ammo.js) - How would you go about applying force to an object?

To clarify - ammo.js is a port of Bullet Physics using mscripten I have a character (essentially a block) that needs to be pushed with force. I have tried (I think) all of the methods for forces but I still cannot move the block. setVelocity(1,0,0)…
MineMan287
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3D soft body physics with Ammo.js?

I'm told that soft body physics wasn't ported over to Ammo.js. So a few questions: Why? Would it be too computationally intensive for JavaScript? Are there any JavaScript builds which include the soft body physics part of the Bullet engine? Is…
user993683
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Libgdx bullet show collision objects

Alright so I would like to know why when i run this i cannot see the bullet collision objects Prob. a rookie mistake public static PerspectiveCamera cam; static btCollisionWorld collisionWorld; DebugDrawer debugDrawer; public ModelBatch…
user3534018
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Bullet physics, textured sphere doesnt roll

I am trying to battle my way through learning Java and bullet physics all in one go. Quite possible a little too much to do all at once but I like a challenge. So far, I've learned how to import g3db objects, apply bullet physics to them and…
Spriggsy
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apply force to an object in specefic direction with bullet physics

I'm trying to fire cubes from the camera origin, using the cameras direction as the firing line. I would like to be able to alter the amount of power delivered in the shot with an int. After looking though various bits of code found on the web, the…
Spriggsy
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remove bodies after collision (bullet physics)

I have a setup like this for collision detection: struct ZombieBulletCallback : public btCollisionWorld::ContactResultCallback { ZombieBulletCallback(BulletStuff* ptr) : bullet(ptr) {} btScalar addSingleResult(btManifoldPoint& cp, …
bogdan.css
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bullet collision callback between 2 bodies

I have 2 objects, a sphere and a box that, when one collides with the other, will do some action (i.e. destroy the box). I have tried several ways: checkCollideWith always returns true; contactPairTest - this I do not understand how to use. It…
bogdan.css
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get btCollisionShape current transform

I have made a compound shape compound = new btCompoundShape(); Then I have a collision shape added to the compound: btCollisionShape* turretShape = new btBoxShape(btVector3(0.4f, 0.2f, 1.2f)); btTransform…
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