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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Apply physics to player using bullet physics

So I've had a lot of problems trying to properly get physics applied to the play by using bullet physics. I've tried kinematic bodies to an unsuccess. I am now trying now trying to use a rigid body I've had little successfully. Pasted below is the…
Arko
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Bullet Physics - cutting a hole in the geometry

I have a static rigid body created with btBvhTriangleMeshShape. This rigid body will be a room. Now I'm making a portal (teleport) on the floor. Due to this portal there should be a hole in the geometry of the static object. I dont know if it is…
Tom
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How would I go about applying physics to the player with bullet?

I've been trying to apply physics to the player controlled character and have come up with nothing. I've followed the demo and have created a character controller. From here though updating my camera's position and the controller's doesn't seem to…
Arko
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Character stuck underneath world

So I've been able to use bullet physics to bind a rigid body to a cube and have it fall while being rendering, but when I tried to "attach" a rigid body to the player it got the player stuck underneath the world, unable to move. I was originally…
Arko
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How to load the Physics data on the server side in a multi-player game

i use Ogre for rendering stuff and Bullet for physics stuff. in my client, .secene and .mesh file creates the terrain. on the client side, i can add some code to the DotSceneLoader.hpp and create physics object while it is processing methods such as…
cloud
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rollingfriction in bullet 3d not behaving like demo

Situation I'm making a billiards simulator and have a static btBox representing the table surface with btSphere's as the balls. In the demo, both the ground (table surface) and the btSphere's are given positive values for rolling friction, 1.0 and…
tkefauver
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Is physics simulation really faster on GPU?

From what i have observed, havok does a significantly better job for rigid simulation than Physx, especially their new Havok Physics 2013. Im not very familiar with how state of the art physics engine works, but by testing alone i cannot get a very…
Defd
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Problems setting up Libgdx Bullet wrapper for Android

I am new to Libgdx and Bullet Physics, and have been unable to get Bullet to work on my Android device. I have gotten the same program to work on the Desktop version, and have copied the libgdx-bullet.so files to armeabi and armeabi-v7a, but the…
user3264431
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JOGL Jar runs fine on my development machine, but slowly on others? Even if they have better hardware

I am currently messing around with JOGL and JBullet with some success. I'd like to share what I've created with my friends. I created a jar file and a .bat to open it with the argument -Dsun.java2d.noddraw=true. The jar runs perfectly on my machine.…
seemywingz
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Xcode linker error with Bullet and Ogre3D

I'm porting one of my project to iOS, but I have a problem: Undefined symbols for architecture armv7: "typeinfo for btRaycastVehicle", referenced from: typeinfo for OgreVehicle in OgreVehicle.o ld: symbol(s) not found for architecture armv7 clang:…
kennyevo
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What replaced BulletSharp.ContactAdded?

I recently updated my project's physics library (BulletSharp) from 2.80 to 2.82 and I was left with a bunch of invalid calls (had around 20 build errors in the debug drawer). I've fixed nearly all of them apart from a collision detection call. From…
bricky149
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Bulletphysics body goes through floor

i have the following problem: I'd like to use bullet physics for moving the Character around. so far i have a severe problems with jumping: if i fall on the ground, the body (the Character) sinks into the ground for a couple miliseconds. the longer…
user2741831
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Extremely bizzare issue with Bullet physics

I am using bullet physics with my project. I used to compile it and my project with Visual C++, and everything worked fine. But I'm getting an extremely bizzare issue when now using Code::Blocks instead. When I switched over, I rebuilt the bullet…
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How can I create Kinematic Objects in jBullet?

I am trying to make a game engine and I want a camera controlled by the player and also effected by other jBullet entities in Java. I got suggested to use Kinematic Objects so I looked up about them. I couldn't find any documentation which I could…
Sierox
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Bullet physics crashing because of invalid reference?

I'm making a game with bullet physics where I have a Platform class, which contains a btBoxShape, btDefaultMotionState and a btRigidBody as members. When exiting my game it crashes. I store the Platform objects in an std::vector, and I think this is…