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Bullet 2.87 has improved support for robotics, reinforcement learning and VR. In particular, see the “Reinforcement Learning” section in the pybullet quickstart guide at http://pybullet.org . There are also preliminary C# bindings to allow the use of pybullet inside Unity 3D for robotics and reinforcement learning. In addition, vectorunit Beach Buggy Racing using Bullet has been released for the Nintendo Switch! You can download the release from https://github.com/bulletphysics/bullet3/releases
The Bullet 2.86 has improved Python bindings, pybullet, for robotics, machine learning and VR, see the pybullet quickstart guide. Furthermore, the PGS LCP constraint solver has a new option to terminate as soon as the residual (error) is below a specified tolerance (instead of terminating after a fixed number of iterations). There is preliminary support to load some MuJoCo MJCF xml files (see data/mjcf), and haptic experiments with a VR glove. Get the latest release from github here.
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The new Bullet Physics SDK 2.83 is available from github. The biggest change is the new example browser using OpenGL 3+. For more changes and features, see the docs/BulletQuickstart.pdf as part of the release. For more information and download link, see http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=18&t=10527 Also, our proposal for a course on Bullet got accepted for the upcoming SIGGRAPH 2015 conference in Los Angeles. Tuesday, 11 August 3:45 pm – 5:15 pm, Los Angeles Convention Center, Room 404AB UPDATE: here are the slide decks: 3:45-4.15 pm 4:15-4:45 pm 4:45-5.15 pm
“To Erwin Coumans for the development of the Bullet physics library, and to Nafees Bin Zafar and Stephen Marshall for the separate development of two large-scale destruction simulation systems based on Bullet. These pioneering systems demonstrated that large numbers of constrained rigid bodies could be used to animate visually complex, believable destruction effects with minimal simulation time.” Thanks to all Bullet contributors and users! Nasa is using Bullet in their new open source Tensegrity Robotics Toolkit. You can find more information and video link here: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=17&t=9978 The new book Multithreading for Visual Effects includes a chapter on the OpenCL optimizations for upcoming Bullet 3.x. Other chapters include multithreading development experiences from OpenSubDiv, Houdini, Pixar Presto and Dreamworks Fluids and LibEE. You can get it at the publisher AK Peters/CRC Press or at Amazon. Development on upcoming Bullet 2.83 and Bullet 3.x is making good progress, hopefully an update follows soon.
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. 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 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.
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
For more info, see this forum post.
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
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 |
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