Questions tagged [bulletphysics]

Bullet (Bullet Physics SDK) 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.

From Bullet's main project page:

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: bullet (https://stackoverflow.com/tags/bullet/info)

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Bullet physics program crashes

I just wrote a tiny program for testing Bullet Physics: #include int main() { btBroadphaseInterface *broadphase = new btDbvtBroadphase(); delete broadphase; return 0; } But as soon as I run the program, it…
sigalor
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How do I get the Position of a btRigid that is attached to a btHingeConstraint

I try to create a box, that is attached to a hinge using Bullet Physics. Here is my Code: float mass = 2.0f; btCollisionShape * shape = new btBoxShape(btVector3(5.0f, 5.0f, 5.0f)); btVector3 inertia ; shape->calculateLocalInertia(mass,…
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Errors when integrating Bullet Physics with a project (unnamed-tags)

I have downloaded Bullet Physics' source on github and followed several different instructions on building/integrating its libraries into my project. However, it doesn't matter the approach I choose, I always end up getting the same errors: One of…
Yuri A. Brito
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MSVC Name mangling and linking (using Bullet Physics)

I am trying to use the Bullet Physics engine in my project and have a problem during linking. This symbol is not available (linker error): ""void * __cdecl btAlignedAllocInternal(unsigned __int64,int)" (?btAlignedAllocInternal@@YAPEAX_KH@Z)" in…
Dirk
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build Bullet Physics for multiple architectures in Visual Studio

I am building a Windows OpenGL application with bullet physics support. My development environment setup is : OS : Windows 7 SP1 64 bit IDE ; Visual Studio 2010 SP1 BulletPhysics - bullet-2.82-r2704 My application has two configurations i.e. Win32…
Manmohan Bishnoi
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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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Bullet physics + QGLWidget (QT) for debug view

I've just started to incorporate bullet in a QT application that I already have, in order to add physics simulations. I have found samples that show how to use the dubugger of bullet in order to draw the physics world, but they are fairly…
dim_tz
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Bullet Physics - "glue" faces together

I have two cubs in a bullet softbody simulation (example of how I make such a cube below). How can I constrain them so that is it like the two cubes were 'glued' together on a face? const btVector3 c[]={ btVector3(-1,-1,-1), …
ipburbank
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Bullet Physics - btConvexShape to Softbody

I have a simple question: How do I convert a btConvexShape to a btSoftBody? By using btSoftBodyHelpers::CreateFromConvexHull? If so, I'm not clear on how I pass the convex hull to the softbody helper based on bullets documentation for the helper and…
ipburbank
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Bullet Physics Convex hulls with cubes

I'm developing a game engine in c# and am using BulletSharp for physics. It's working well except with cubes: https://i.stack.imgur.com/EPfrw.png (The Axis-Aligned Bounding box is the transparent red, the model is the white) At rest, the stand on…
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Character foot stuck to the floor using Bullet2.82

I'm using bullet 2.82 (double precision) with a fixed simulation time step of 1ms. I use the following code to setup the world: collision_config = new btDefaultCollisionConfiguration(); dispatcher = new…
themarex
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Bullet in own opengl framework (iOS)

We made an opengl game for the ipad and wrote everything we need except the collision detection. So we already have the renderer, the shaders etc. My question now is: How do I integrate bullet? I already wrote my bullet collision code in a class…
R6D1H2
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The source directory "F:/Documents/.../BulletCollision-rev2613" Does not exist, in CUSTOMBUILD file

So on my desktop computer I went and included the BulletPhysics library into my project, built it and so on and everything worked and everything was fine until I decided that it was kinda slow for what I was doing and thus the wrong way of doing…
RaenirSalazar
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enable arm neon for bullet physics engine demo on android

I'm building a demo with bullet physics engine library for android phone(NDK). From 2.81 version, Bullet physics engine supports arm neon optimization, but only for apple devices. My question is how to enable arm neon for android? The flag for arm…
lujuemin
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Rotation and Movement with rigid body in Bullet Physics

I have made a rigid body for the player and have been trying to get the rigid body moving along with the player's controls. What I mean is that whenever I press forward I want the rigid body to move forward in the direction the player is facing,…
Arko
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