Bullet moves to github and Erwin Coumans joins Google!

GoogleBostonDynamics Development of the open source Bullet Physics SDK continues at http://github.com/bulletphysics/bullet3 . All the open issues have been moved from the googlecode repository to github with links between old and new issues. There will be a Bullet 2.83 release using the github repository very soon, it is in alpha stage now. In 2014 we will be moving to Bullet 3.x and the unstable Bullet 3.x code is already included in Bullet 2.83.
Other news is that recently I joined Google to work on the robotics project!

Bullet 2.82 released: Featherstone and direct MLCP solvers. Poser 3D, Riptide GP2 using Bullet.

The new Bullet 2.82 SDK is available for download. It allows for higher quality physics simulation, suitable for robotics, using the Featherstone articulated body algorithm. The release also introduces a new Mixed Linear Complementarity Problem (MLCP) solver interface, with various direct solver implementations. Read more here. Poser 3D using Bullet
Riptide GP2 using Bullet

Our focus is now on integrating all Bullet 2.x features into the upcoming Bullet 3.x SDK. You can learn more about its progress in our SIGGRAPH course notes on GPU rigid body simulation at the Multithreading and VFX website.

Ralf Knoesel shared the good news that Riptide GP2, the latest iOS/Android game from Vector Unit, uses Bullet for collision detection and rigid body simulation. See http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=17&t=9324 for more information

We have been working with Larry Weinberg and his crew to integrate Bullet soft body and rigid body into Poser 3D. Create rigid simulations with constraints to build complex mechanical interactions. Paint softbody constraint weights to animate. Add jiggle and bounce to any prop or character. Use the Live Simulation mode to preview dynamics in realtime, or calculate simulations to include in rendered animations. See for more information on Bullet and Poser 3D here.

 

 

Bullet 3.x teaser and GDC 2013 talk

Bullet 3.x will feature a 100% GPU accelerated rigid body pipeline with various parallel broad phase algorithms, convex and concave triangle mesh and several parallel solvers. Here is a teaser video for my GPU rigid body talk at GDC 2013 this Thursday March 28, 2.30PM. See some Youtube video here.

See http://schedule2013.gdconf.com/session-id/822773 for more details.

Bullet 2.81 released and thinkingParticles 5 using Bullet

The new Bullet 2.81 Physics SDK is released. It includes an Apple contribution of SIMD and Neon optimizations  for Mac OSX and iOS. Some new features include rolling friction ( so that curved shapes such as sphere, cylinders and cones will stop rolling, even on a sloped surface), a gear constraint, force and torque joint feedback, optional Coriolis forces and speculative contacts for fast moving objects. For more information and feedback see 
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=8490

Also Cebas released the 3ds Max plugin thinkingParticles 5 and it features Bullet Physics. Check it out here: http://www.cebas.com/index.php?pid=news_next&nid=489

Bullet 2.80 released: GPU OpenCL rigid body pipeline, Android, deterministic Dynamica

Bullet 2.80 includes a preview of the GPU rigid body pipeline by Takahiro Harada, running 100% on the GPU using OpenCL. You can check out the Youtube videos or slides and precompiled binaries.
A new AMD Radeon 7970 Tahiti can simulate 110k objects in real-time between 15-30 frames/second. It also works on recent NVIDIA GPUs with latest drivers.

Graham Rhodes and Anthony Hamilton contributed a Android/NEON optimized version of Sony Physics Effects, which will be used as a handheld backend in Bullet 3.x. Last but not least, the open source Dynamica Bullet plugin for Maya is now deterministic and has preliminary support for soft body/cloth and convex decomposition through HACD.

For more info, see this forum post.

Bullet supports Native Client, runs full-speed in Chrome 15

The C++ version of Bullet can be build using the Native Client compiler and it runs full-speed in the Google Chrome web browser, without plugin.  Just check your Chrome About Box to make sure the version is 15 or later and you can check out the live demo.

The Bullet C++ source code didn’t need any modification, and it compiled out-of-the-box using the premake4 generated Makefiles. Check out the Native Client for Dummies article for more information.

Bullet 2.79 release and SIGGRAPH course material available

Bullet 2.79 is out. It is mainly a bugfix release, but there are a few new features. In particular there is a new convex decomposition library, HACD, integrated.  Also we now support the premake build system, next to cmake and autotools. Premake can autogenerated Visual Studio project files that can be distributed, unlike cmake.

See http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=18&t=7445 for more information.

We uploaded the slides from our SIGGRAPH course “Destruction and Dynamicsfor Film and Game Production”. You can find the slides at http://bulletphysics.org/siggraph2011

Disney’s Cars 2 game and Riptide GP for Android using Bullet

The new Cars 2 game by Disney Interactive is using Bullet physics!

Furthermore, Ralph shared the news that Riptide GP for Android is using Bullet:

“Besides our internal tech there are three key components that made Riptide GP possible:  The Android NDK, Bullet Physics, and FMOD Sound System.  The NDK allows us to write native C++ code which is then optimized for the ARM architecture.  Bullet Physics, which we use for collision detection and rigid body simulation, just worked out of the box.  FMOD Sound System released an Android version of their SDK just in time, which has been working flawlessly since the first release.”

See also http://www.vectorunit.com/blog/2011/6/27/the-tech-behind-riptide-gp.html

SIGGRAPH 2011 course, Bullet 2.78 out, job opening

We are organizing a course on destruction and dynamics for game and film production for the SIGGRAPH 2011 conference in Vancouver. It will be held on Sunday August 7 from 2-5.15PM. Aside from this we released Bullet 2.78 a while ago. This release adds the option for contact generation between convex polyhedra using contact clipping and a fracture demo among others. Last but not least, AMD is looking for developers who want to help out with physics simulation, see the job description here.

Fast Multiphysics for Softimage uses Bullet (Exocortex Momentum 2.0)

Exocortex is pleased to announce that Momentum 2.0, the ultimate high speed multiphysics simulator, is now immediately available for Autodesk Softimage 2010, 2011 and 2012.

Exocortex Momentum 2.0, because it relies on the industrial strength Bullet physics framework, provides robust support for Rigid Bodies, Soft Bodies, Cloth, Ropes, Constraints, Interactions and Attachments.

Try or buy it today:

http://exocortex.com/simulation/momentum

Bullet at GDC 2011 Physics Tutorial, Double Fine ‘Stacking’


The presentation is titled ‘game physics artifacts’ and covers similar material to chapter 2 of the Game Physics Pearls book. We will use both Bullet and the new Sony Physics Effects SDK to illustrate some examples. You can download the presentation for the Game Developers Conference Physics Tutorial and the preliminary Physics Effects-Bullet integration from http://code.google.com/p/bullet/downloads/list.

Also, you should check out the new Double Fine Studios Stacking game on XBox Live and PSN.

Happy 2011: 3DMark 11 uses Bullet Physics, FXGuide Interview

The latest Futuremark 3DMark 11 uses Bullet Physics in both CPU and GPU benchmarks using Microsoft DirectCompute. For more info see this whitepaper.

Check out this recent interview with FXGuide.com: Coumans recently started at Advanced Micro Devices (AMD), having worked at Sony Computer Entertainment in R&D. “At AMD I will continue and expand the work I started at Sony on the open source Bullet physics library.”

Hydro Thunder Hurricane for XBox 360 Live Arcade using Bullet

The Postmortem on Hydro Thunder Hurricane on gamasutra.com mentioned the use of Bullet Physics for their game:

“I should mention also that we didn’t build everything ourselves: We used FMOD for audio, Bullet for collisions and rigid body physics, and the truly wonderful Subversion (specifically TortoiseSVN) for version control.”

Thanks to Colin Barrett for reporting this news.

PDI Dreamworks Megamind, Shrek 4 and ‘How to train your dragon’ are using Bullet

We learned that Megamind, Shrek 4 and How to train your dragon are using Bullet physics for rigid body simulation. For Megamind, PDI build their own destruction system on top of the Bullet solver. Megamind is out in the cinemas on November 5th.