Questions tagged [bulletphysics]

Bullet (Bullet Physics SDK) 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.

From Bullet's main project page:

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: bullet (https://stackoverflow.com/tags/bullet/info)

338 questions
11
votes
2 answers

How are fluid simulations integrated into Rigid Body phisix engines?

1) Is there any proof that simulations that mix Rigid Body phisix and fluids (say SPH) can provide modeling for real world? 2) How does a frame of such mix work? Say we have a woden swing inside a box with 2 difrent liquids (oil and water) and a…
DuckQueen
  • 772
  • 10
  • 62
  • 134
11
votes
1 answer

Configure Bullet Physics for speed

How to configure Bullet engine for speed, not for physics accuracy? For example, is it possible to increase friction, so that objects become stationary more quickly? Currently, I am able to do only following speed-optimziation: btContactSolverInfo&…
Dtruck
  • 179
  • 1
  • 5
11
votes
1 answer

How do I remove air resistance?

I have a space simulation, so obviously I don't want gravity or air resistance. Gravity was straight forward to turn off, but I can't find the equivalent for air resistance. I presume it's going to be on a body-by-body basis rather than a world wide…
weston
  • 54,145
  • 21
  • 145
  • 203
11
votes
3 answers

Bullet Physics Simplest Collision Example

I'm trying to use Bullet Physics for collision detection only. I don't need it to move any objects for me or handle rendering with callbacks. I just want to update object locations every frame and use it to tell me when I have collisions. To get the…
Aztal
  • 217
  • 1
  • 5
  • 12
10
votes
2 answers

Solving Billiard Shot Impulse Trajectory

I'm using bullet to make a pool simulator and need to accurately simulate shots that are humanly possible. To find the impulse to apply to the cue ball I use the locations of the object ball, pocket center and cue ball. (source: poolplayers.com)…
tkefauver
  • 491
  • 5
  • 19
9
votes
2 answers

Avoid ground collision with Bullet

I'm trying to use Bullet physic engine to create a 3D world. I've got my character with a Capsule shape on his body and my ground his made of some static blocs stick together, here is a schema to illustrate my words: The problem is present when my…
user30088
  • 497
  • 1
  • 6
  • 14
9
votes
1 answer

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
  • 583
  • 3
  • 18
8
votes
1 answer

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
  • 6,165
  • 6
  • 34
  • 35
8
votes
3 answers

Relative gravity

I've started using jMonkey engine recently, which is very nice. But I got stuck trying to implement relative gravity. I want to make planets orbiting around each other (not necessarily in perfectly circular orbit, depends on velocity). So every…
7
votes
3 answers

Multiple instances of btDefaultMotionState, all ignored, but one

To summarize the problem(s): I have two bodies in my world so far, one being the ground, the other one being a falling box called "fallingStar". 1) I do not understand why my bullet world is not aligned with my drawn world unless I set an offset of…
user4063815
7
votes
1 answer

How can I realistically model a golf stroke with Bullet physics? (Live demo included)

Background I am playing with making a minigolf game using three.js and the ammo.js conversion of the Bullet Physics library but I am having some trouble getting the ball to move realistically. (I've put a demo at…
Peter de Rivaz
  • 33,126
  • 4
  • 46
  • 75
7
votes
1 answer

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
  • 6,286
  • 5
  • 44
  • 86
6
votes
1 answer

Native C API for NVidia PhysX 3.4

I am looking through the recently open-sourced NVidia PhysX 3.4 and all I find are C++ classes - is the a header version or wrapper API that is C only?
user2491
  • 83
  • 4
6
votes
1 answer

Concave collision detection in Bullet

I am a Bullet rookie, so I apologise in advance if my questions sound trivial to you. I need to load a set of concave triangle meshes from .stl files and perform collision detection. Objects can be moved by the user. From the user manual, I read:…
Nic
  • 1,262
  • 2
  • 22
  • 42
6
votes
2 answers

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
  • 4,413
  • 4
  • 38
  • 48
1
2 3
22 23