Questions tagged [bullet]

The Bullet Physics Library is an Open Source collision detection and rigid body dynamics library. The library is free for commercial use and open source under the ZLib License. **Do not use this for bullet points. Use [bulletedlist] instead. For bulleted lists in HTML, use [html-lists]. For generic bullet/projectile calculations use the [projectile] tag.**

From Bullet's main project page:

The Bullet 3D Game Multiphysics Library provides state of the art collision detection, soft body and rigid body dynamics.

  • Used by many movie and game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC 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
  • Support for constraint limits and motors
  • Soft body support including cloth, rope and deformable
  • Bullet is integrated into Cinema 4D, Lightwave, Blender and Carrara, and plugins for Maya, Houdini and 3ds Max are available
  • Serialization of physics data in the cross-platform binary .bullet file format

The library is free for commercial use and open source under the ZLib License.

Project page at GitHub: https://github.com/bulletphysics/bullet3 Other tags: bulletphysics (https://stackoverflow.com/tags/bulletphysics/info)

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Format UILabel with bullet points?

Is it possible to format the text in a UILabel to show a bullet point? If so, How can I do it?
Rob
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Bullet Physics - Apply Torque Impulse in Body's Local Space

I'm currently evaluating the Bullet Physics Library for a 3D space game I'm writing using C++ and Ogre3D. I've gotten Ogre3D and Bullet integrated nicely by deriving from btMotionState and plugging in my SceneNodes, but now I'm having a lot of…
Lusid
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Bullet physics engine, how to freeze an object?

Using Bullet 2.76 I'm trying to freeze an object (rigid body) so that it instantly stops moving, but still responds to collisions. I tried setting it's activation state to DISABLE_SIMULATION, but then it's virtually nonexistent to other objects.…
sunside
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Which native function causes EXCEPTION_ACCESS_VIOLATION in JNI code?

I'm trying to use the bullet physics library as wrapped by the libgdx Android Java development framework (gdx-bullet) and getting JVM crashes or "pure virtual method called" crashes after some short random period of work. Some of them generate…
John M
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How can I make my physics object settle down?

I'm using BulletSharp, a C# distribution of the bullet library. I have been getting some bouncing in an object that supposedly has Restitution of 0.0f. I have one dynamic cylinder (what will be a mesh soon) falling to rest on two static cylinders. …
tugs
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How do you simulate a conveyor in bullet physics engine?

I am writing a simulation in which we need some boxes to be fairly accurately modeled as they move on a set of conveyors. Currently we detect if the box is colliding with the static conveyor surface and apply an impulse to each box according to…
Matthew Smith
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How to apply Bullet physics to drawn Opengl 3d shapes

I was just wondering whether there is a way to apply bullet physics to opengl drawn objects (created using glVertex3f or triangle mesh with glVertexAttribPointer). I am currently using jogl and jbullet to apply physics to my 3D objects. Specifically…
Noir
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How to find where to cast a ray to avoid collision in Bullet?

Say we have an object at point A. It wants to find out if it can move to point B. It has limited velocity so it can only move step by step. It casts a ray at direction it is moving to. Ray collides with an object and we detect it. How to get a way…
myWallJSON
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BulletPhysic: contacts force/impulse

I wish to detect when one (ball) touches another object (target) and I wish to know the impulse of that contact. I know three ways to detect contacts gContactAddedCallback or int numManifolds =…
Max
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What does having an inertia tensor of zero do in Bullet?

In the Bullet Physics library, when constructing a rigid body the default argument for the inertia tensor is the zero vector. My understanding of inertia is fairly elementary but from the equation torque = inertia * angular_velocity I would expect…
Tim MB
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Box doesn't roll in Bullet Physics

As you can see in the image, The Box doesn't roll but slides on the slope. Here is how i create the box in code, config = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(config); broadphase = new…
shan
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Re-positioning a Rigid Body in Bullet Physics

I am writing a character animation rendering engine that uses Bullet Physics as a physics simulation engine. A sequence will start out with no model on the screen, then an animation will be assigned to that model, the model will be moved to frame 0…
bearsomg
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Bullet::Notification::UnoptimizedQueryError on rails specs

I have a class inquiry_process that has_one inquiry, in my specs I have the following let(:serializer) { described_class.new(inquiry_process, options) } let(:options) do { include: %i[inquiry company assignee banks] } end Then I create a…
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Create multiple instances of pybullet client within a python class

I am using pybullet in a python class. I import it as import pybullet as p. When I have several instances of the class using pybullet, is the class p the same for each instance or is the "variable" p unique for each instance? foo.py import pybullet…
FR_MPI
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Ghost objects - bulletphysics

I'm trying to implement a simple ghost object in bulletphysics, this is how I create the ghost objects: btGhostPairCallback* ghostCall = new…
z3a
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