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 […]
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 […]
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.
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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.