Here's my own contribution - a Bullet physics powered DirectX demo.
I used these Bullet features on my demo:
- Rigid bodies using most common shapes
- Kinematic character controller
- Heightfield Terrain shape
- BvhTriangleMeshShape3
- Raycast vehicle
- Ragdolls
Unfortunately it suffers from a few major issues when colliding, which currently I'm trying to seek answers here in the forums:
1. Kinematic character controller would frequently stick / slide.
2. Rigid bodies would also frequently get stuck.
3. Fast moving rigid bodies will penetrate.
These all happen with the triangle mesh and the height field terrain shape. It does not happen when they collide with the dynamic rigid bodies.