stooch wrote:
[...]are there any favorite compilers or IDEs that are being used for this project? id like to try my hand at compiling this..
also a little bit more comments on the code would be much appreciated, for example, id love to have an overview of what each module does, currently its taking alot of hunting on my end to piece all this together.
For Linux, just look at the makefile and ensure proper env. variable assignments.
For Windows, there is a Microsoft Visual Studio (2005 or later) solution file (BulletMayaPlugin.sln).
A bit of background, as I understand it: The plugin was written by Nicola Candussi under Disney; he applied some quick fixes and enhancements to it soon after they released it to open source late 2008. Disney released it to open source because they didn't have the resources to fully realize the project, hoping the open source community could pick it up and run with it. Last spring Herbert Law worked on trying to fix / add constraints support (I'm guessing just before leaving Sony for Palm). And now it appears Erwin (Bullet creator and lead) has assigned Roman Ponomarev (Sony, I think) to hopefully work on the plugin, but it seems he's been busy (for Bullet anyhow) working on the OpenCL branch.
So, right now, I don't think there is an expert resource available for the plugin (to add comments or offer guidance and such). I've been wanting to dive into the source myself... but... {insert any number of excuses here}. From the little I glanced at it seems there might be a thin "physics engine abstraction layer" in the plugin since it was originally meant to support multiple physics engines (but I'm not sure since I didn't really look into it).
Note that the source code for the
Nima PhysX for Maya plugin is also available for reference. It could provide ideas (like perhaps to handle compounded physics shapes in Maya, or convex mesh reduction/simplification?
edit: there's also Bullet Demo ConvexDecompositionDemo available).