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JBullet - Java port of Bullet Physics Library

March 3rd, 2008 by admin

Jezek announced a new release of JBullet, a Java port of Bullet. You can check the demos on-line:

Basic Demo: Launch Demo using Webstart
Generic Joint Demo: Launch Demo using Webstart
Bsp Demo: Launch Demo using Webstart
Static Concave Mesh Demo: Launch Demo using Webstart

Notes: requires Java 5.0, needs permissions for OpenGL rendering
For more information, visit the JBullet website at http://jbullet.advel.cz

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Bullet 2.67 Physics SDK available now

March 1st, 2008 by admin

Bullet 2.67 is available now from http://code.google.com/p/bullet/

  • Add support for fast batch raycasting on SPU / BulletMultiThreaded
  • Add support for 16 and 32-bit indexed triangle meshes in SPU / BulletMultiThreaded version.
  • Improved COLLADA Physics export snapshot from any Bullet btDynamicsWorld. Saving the physics world into .dae (xml textfile) can be useful for debugging etc.
  • Initial version for Character Control Demo
  • Bugfixes in ConvexCast support against the world.
  • Added btCapsuleShapeX/Z
  • Added btTypedUserInfo, useful for serialization
  • Added Stan Melax Convex Hull utility library in Extras/ConvexHull. This is useful to render non-polyhedral convex objects, and to simplify convex polyhedra.

The SVN repository is sychronized with the existing sourceforge repository.

Development is ongoing, and outstanding issues will roll into upcoming releases.

Feedback in this forum issue: http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=18&t=1947

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Parallel SPU Physics slides (GDC Physics Tutorial) available for download

February 23rd, 2008 by admin

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The slides for the Game Developers Conference 2008 Tutorial, Physics for Game Developers, on parallel SPU physics are available for download now.

For feedback please use the

Physics Simulation Forum

Erwin

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Physics sessions at Game Developers Conference 2008

January 8th, 2008 by admin


gdc2008.png

Following link provides some physics related sessions during upcoming GDC. There will be some demos of Bullet physics at the showfloor. It is a nice occasion to meet up, so if you are around, please get in touch!

More details here.

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Collision Overload: reducing the impact in real-time physics

December 17th, 2007 by admin

One of the distinguished projects at the Department of Computing at Imperial College London is about real-time physics simulation, using the Bullet physics library as case study.

At a first glance it looks like an interesting read!

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iPhysics: Crayon Physics on the iPhone

December 6th, 2007 by admin

http://www.iphone.r4m0n.net and http://www.installerapps.com/2007/12/05/iphysics/

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GPU Physics demos in the CUDA 1.1 SDK

December 1st, 2007 by admin

The new CUDA 1.1 SDK includes some new physics demos including particle systems, FFT-based 2D fluids, and n-body gravitational simulation, all running on the GPU.

http://developer.download.nvidia.com/compute/cuda/1.1-Beta/x86_website/Physically-Based_Simulation.html

Thanks to Simesgreen for the link

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Horde3D Physics Library Integration

October 12th, 2007 by admin

Horde3D Bullet Physics integration

The project contains a small library that connects the Bullet Physics Engine to the Horde3D Graphics Engine.

The source code contains also a little example application and a patch for the Collada Converter of the Horde3D Engine version 0.11 that allows the usage of basic features of the Collada Physics extension.

This text is also available in german. A local cached copy of the source/demo is available too.
http://mm-werkstatt.informatik.uni-augsburg.de/project_details.php?id=43

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NVidia NVSG 4.0 VisSim demo uses Bullet physics library

September 28th, 2007 by admin

NVSG VisSim demo using Bullet physics engineNVSG VisSim demo using Bullet physics engine

NVidia released a VisSim demo to showcase NVSG. They showed this demo in the NVidia booth at SIGGRAPH 2007 in San Diego.

Quote from the website: “The demo illustrates the integration of Physics (Bullet physics system), Audio (OpenAL), and Graphics through Producer, Cal3D, FreeType and of course NVSG. Bullet, OpenAL and Producer are all open source projects that are available from their respective repositories on the Internet. Nvidia and the NVSG team do not endorse any of these projects specifically, but they have worked very well for us and we would certainly recommend them. The source code to the VisSim demo is available below.”

http://developer.nvidia.com/object/nvsg_home.html

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Capcom drops Havok, develops their in-house physics engine

September 26th, 2007 by admin

“Most interesting of the desired features, however, is the development of Capcom’s own physics system to replace the Havok middleware that it currently uses. ”

Explaining the decision, the page states that “Although middleware might increase efficiency, language discrepancies, response times for support/bugs and the loss of understanding on how our entire engine is structured leads us to feel that we get better results in a shorter period by developing our own engine.”

http://www.developmag.com/news/28512/Capcom-looking-to-expand-in-house-engine

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