[Bf-committers] Bullet integration

Erwin Coumans erwin.coumans at gmail.com
Wed Dec 11 18:06:21 CET 2013

Bullet 3.x is not ready for prime-time yet.
I am currently merging Bullet 2.x into Bullet 3.x and filling the gaps. I
will post here once that work is ready, some time in 2014.


On 11 December 2013 08:52, Brecht Van Lommel <brechtvanlommel at pandora.be>wrote:

> Hi,
> I don't now much about Bullet so maybe some else can jump in an give
> better answer.
> On Wed, Dec 11, 2013 at 4:02 PM, Jacob Merrill
> <blueprintrandom1 at gmail.com> wrote:
> > Hello, and thank you all for your amazing contributions,
> >
> > I have some questions,
> >
> > *Q1.p1*-Is there anyone working on integrating the newest builds of
> bullet?
> No one as far as I know.
> Have you tried to figure out if Bullet 3 supports all the features we
> need? As I understand from reading the readme.txt, it seems to only
> support a subset of collision shapes and constraints, and softbodies
> don't seem to be part of the API (although there is a demo). Maybe
> it's possible to adapt all that, but it would be good to figure that
> out before starting to integrate it.
> > *p2*-If not is there any documentation for what commands, links and
> > connections blender and the BGE use to interact with bullet, so I may try
> > and add support for bullet 3.x or even a custom bullet blend?
> For the game engine, Bullet integration seems to be in these files:
> source/gameengine/Converter/KX_SoftBodyDeformer.cpp
> source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
> source/gameengine/Physics/Bullet/
> I don't think there is any documentation about this integration
> specifically, you'll probably have to read the code and try to figure
> out how things fit together.
> > *Part 3- Is there a website devoted to learning C++ and C that is newb
> > friendly?*
> Probably there are quite a few, but I don't know which one is good,
> maybe someone else can give a recommendation.
> Brecht.
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