Your place is valueble for me. Thanks!… https://hotmail0909.weebly.com/blog
You have done an outstanding job. Greetings to Toivo Glumov and Natalie Kayurova.
It'd be great to see some kind of tutorial with tips how you made it.
The Bullet Physics Library is free for commercial use and open source under the ZLib License.
- Used by many movie and game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC, Android and iPhone
- Modular extendible C++ design with hot-swap of most components
- Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU
- Preparation for OpenCL data parallel optimizations for upcoming Bullet 3.x
Bullet Collision Detection can be used on its own as a separate SDK without Bullet Dynamics
- Discrete and continuous collision detection (CCD)
- Swept collision queries
- Ray casting with custom collision filtering
- Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes.
- Support for dynamic deformation of non-convex triangle meshes, by refitting the acceleration structures
Multi-physics support including:
- Rigid body dynamics including constraint solvers, generic constraints, ragdolls, hinge, ball-socket
- Maximal coordinates, with velocity level MLCP and reduced coordinates Featherstone Articulated Body Algorithm
- Support for constraint limits and motors
- Soft body support including cloth, rope and deformable
- Bullet is integrated into Maya, Houdini, Cinema 4D, Lightwave, Blender and Carrara. Plugins for 3ds Max are available.
- Serialization of physics data in the cross-platform binary .bullet file format