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 http://schedule2013.gdconf.com/session-id/822773 for more details.
When will this be available? Soon!
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
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 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.
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.
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 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
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.”
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.
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:
Also, you should check out the new Double Fine Studios Stacking game on XBox Live and PSN.
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.”
“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.
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.
“Drop everything and let the laws of physics take over with the new rigid body dynamics in CINEMA 4D Studio. Based on the production-proven Bullet engine, the dynamic simulations are rock-solid stable and simple to use. Simulations can include thousands of objects and millions of polygons. Just add a tag to any object and let the forces of nature take over. Collisions can be detected for any shape – even concave surfaces. Hierarchies can be treated as a single object or individual dynamic bodies.
With just a click of the mouse, your hard bodies transform into soft and springy structures. Soft body simulations in CINEMA 4D Studio are simple to setup and offer amazing flexibility. You can easily adjust how soft and springy each object should behave, using vertex maps for point-level control.”
Download a demo version that supports all those features including .bullet export here: http://www.maxon.net/products/cinema-4d-studio/new.html
On Monday July 25th, 2-5PM at the SIGGRAPH conference in Los Angeles we discussed recent improvements in the Bullet collision detection pipeline in our SIGGRAPH course “Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations“. Thanks for all questions and feedback! See the slides here.
Disney Avalanche just shipped their Toy Story 3 game for PlayStation 3, XBox 360 and Wii, and it uses Bullet physics.
Weta Digital integrated Bullet in their in-house FX pipeline tool called wmRigid, and one of the first releases using the rigid body simulation is the A-Team movie, thanks to Ronnie for letting us know!
“I work at Framestore, and spent several months last year developing a tool called “fBounce”, which allows artists to run Bullet rigid body simulations through Maya. The tool has been used on a few productions now, but the only one released so far is Sherlock Holmes, which won the VES award for Outstanding Supporting Visual Effects in a Feature Motion Picture. There’s an article on the fxguide website about the effects, which mentions fBounce twice!”
Thanks a lot Kate for sharing this information. See the original posting here.