Real-Time Physics Simulation

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Latest News

Bullet Two.86 with pybullet for robotics, deep learning, VR and haptics

The Bullet Two.86 has improved Python bindings, pybullet, for robotics, machine learning and VR, see the pybullet quickstart guide.

Furthermore, the PGS LCP constraint solver has a fresh option to terminate as soon as the residual (error) is below a specified tolerance (instead of terminating after a stationary number of iterations). There is preliminary support to geyser some MuJoCo MJCF xml files (see data/mjcf), and haptic experiments with a VR glove. Get the latest release from github here.

Bullet Two.85 released : pybullet and Virtual Reality support for HTC Vive and Oculus Rift

We have been making a lot of progress in higher quality physics simulation for robotics, games and visual effects. To make our physics simulation lighter to use, especially for roboticist and machine learning experts, we created Python bindings, see examples/pybullet. In addition, we added Virtual Reality support for HTC Vive and Oculus Rift using the openvr sdk. See affixed youtube movie. Updated documentation will be added soon, as well as possible show-stopper bug-fixes, so the actual release tag may bump up to Two.85.x. Download the release from github here.

Bullet Two.83 released and upcoming SIGGRAPH two thousand fifteen course

The fresh Bullet Physics SDK Two.83 is available from github. The thickest switch is the fresh example browser using OpenGL Three+. For more switches and features, see the docs/BulletQuickstart.pdf as part of the release. For more information and download link, see http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=Eighteen&t=10527

Also, our proposal for a course on Bullet got accepted for the upcoming SIGGRAPH two thousand fifteen conference in Los Angeles.

Tuesday, eleven August Three:45 pm – Five:15 pm, Los Angeles Convention Center, Room 404AB

UPDATE: here are the slide decks:

Scientific and Technical Academy Award for the development of Bullet Physics!

The Academy of Maneuverability Picture Arts and Sciences today announced that twenty one scientific and technical achievements represented by fifty eight individual award recipients will be honored at its annual Scientific and Technical Awards Presentation on Saturday, February 7, at the Beverly Wilshire in Beverly Hills.

“To Erwin Coumans for the development of the Bullet physics library, and to Nafees Bin Zafar and Stephen Marshall for the separate development of two large-scale destruction simulation systems based on Bullet.

These pioneering systems demonstrated that large numbers of constrained rigid bods could be used to animate visually sophisticated, believable destruction effects with minimal simulation time.”

Thanks to all Bullet contributors and users!

Bullet used in NASA Tensegrity Robotics Toolkit, book Multithreading for Visual Effects

Nasa is using Bullet in their fresh open source Tensegrity Robotics Toolkit. You can find more information and movie link here: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=17&t=9978

The fresh book Multithreading for Visual Effects includes a chapter on the OpenCL optimizations for upcoming Bullet Trio.x. Other chapters include multithreading development practices from OpenSubDiv, Houdini, Pixar Presto and Dreamworks Fluids and LibEE. You can get it at the publisher AK Peters/CRC Press or at Amazon.

Development on upcoming Bullet Two.83 and Bullet Trio.x is making good progress, hopefully an update goes after soon.

Bullet moves to github and Erwin Coumans joins Google!

Development of the open source Bullet Physics SDK resumes at http://github.com/bulletphysics/bullet3 . All the open issues have been moved from the googlecode repository to github with links inbetween old and fresh issues. There will be a Bullet Two.83 release using the github repository very soon, it is in alpha stage now. In two thousand fourteen we will be moving to Bullet Trio.x and the unstable Bullet Trio.x code is already included in Bullet Two.83.

Other news is that recently I joined Google to work on the robotics project!

Bullet Two.82 released: Featherstone and direct MLCP solvers. Poser 3D, Riptide GP2 using Bullet.

The fresh Bullet Two.82 SDK is available for download. It permits for higher quality physics simulation, suitable for robotics, using the Featherstone articulated assets algorithm. The release also introduces a fresh Mixed Linear Complementarity Problem (MLCP) solver interface, with various direct solver implementations. Read more here.

Our concentrate is now on integrating all Bullet Two.x features into the upcoming Bullet Three.x SDK. You can learn more about its progress in our SIGGRAPH course notes on GPU rigid assets simulation at the Multithreading and VFX website.

Ralf Knoesel collective the good news that Riptide GP2, the latest iOS/Android game from Vector Unit, uses Bullet for collision detection and rigid bod simulation. See http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=17&t=9324 for more information

We have been working with Larry Weinberg and his squad to integrate Bullet soft figure and rigid assets into Poser 3D. Create rigid simulations with constraints to build sophisticated mechanical interactions. Paint softbody constraint weights to animate. Add jiggle and bounce to any prop or character. Use the Live Simulation mode to preview dynamics in realtime, or calculate simulations to include in rendered animations. See for more information on Bullet and Poser 3D here.

Bullet Trio.x teaser and GDC two thousand thirteen talk

Bullet Trio.x will feature a 100% GPU accelerated rigid bod pipeline with various parallel broad phase algorithms, convex and concave triangle mesh and several parallel solvers. Here is a teaser movie for my GPU rigid bod talk at GDC two thousand thirteen this Thursday March 28, Two.30PM. See some Youtube movie here.

Bullet Two.81 released and thinkingParticles five using Bullet

The fresh Bullet Two.81 Physics SDK is released. It includes an Apple contribution of SIMD and Neon optimizations for Mac OSX and iOS. Some fresh features include rolling friction ( so that curved shapes such as sphere, cylinders and cones will stop rolling, even on a sloped surface), a gear constraint, force and torque joint feedback, optional Coriolis coerces and speculative contacts for rapid moving objects. For more information and feedback see

Also Cebas released the 3ds Max plugin thinkingParticles five and it features Bullet Physics. Check it out here: http://www.cebas.com/index.php?pid=news_next&nid=489

Bullet Two.80 released: GPU OpenCL rigid assets pipeline, Android, deterministic Dynamica

Bullet Two.80 includes a preview of the GPU rigid bod pipeline by Takahiro Harada, running 100% on the GPU using OpenCL. You can check out the Youtube movies or slips and precompiled binaries.

A fresh AMD Radeon seven thousand nine hundred seventy Tahiti can simulate 110k objects in real-time inbetween 15-30 frames/2nd. It also works on latest NVIDIA GPUs with latest drivers.

Graham Rhodes and Anthony Hamilton contributed a Android/NEON optimized version of Sony Physics Effects, which will be used as a handheld backend in Bullet Trio.x. Last but not least, the open source Dynamica Bullet plugin for Maya is now deterministic and has preliminary support for soft assets/cloth and convex decomposition through HACD.

For more info, see this forum post.

Bullet supports Native Client, runs full-speed in Chrome fifteen

The C++ version of Bullet can be build using the Native Client compiler and it runs full-speed in the Google Chrome web browser, without plugin. Just check your Chrome About Box to make sure the version is fifteen or later and you can check out the live demo.

The Bullet C++ source code didn’t need any modification, and it compiled out-of-the-box using the premake4 generated Makefiles. Check out the Native Client for Dummies article for more information.

Bullet Two.79 release and SIGGRAPH course material available

Bullet Two.79 is out. It is mainly a bugfix release, but there are a few fresh features. In particular there is a fresh convex decomposition library, HACD, integrated. Also we now support the premake build system, next to cmake and autotools. Premake can autogenerated Visual Studio project files that can be distributed, unlike cmake.

We uploaded the glides from our SIGGRAPH course “Destruction and Dynamicsfor Film and Game Production”. You can find the slips at http://bulletphysics.org/siggraph2011

Disney’s Cars two game and Riptide GP for Android using Bullet

The fresh Cars two game by Disney Interactive is using Bullet physics!

Furthermore, Ralph collective the news that Riptide GP for Android is using Bullet:

“Besides our internal tech there are three key components that made Riptide GP possible: The Android NDK, Bullet Physics, and FMOD Sound System. The NDK permits us to write native C++ code which is then optimized for the ARM architecture. Bullet Physics, which we use for collision detection and rigid figure simulation, just worked out of the box. FMOD Sound System released an Android version of their SDK just in time, which has been working flawlessly since the very first release.”

SIGGRAPH two thousand eleven course, Bullet Two.78 out, job opening

We are organizing a course on destruction and dynamics for game and film production for the SIGGRAPH two thousand eleven conference in Vancouver. It will be held on Sunday August seven from 2-5.15PM. Aside from this we released Bullet Two.78 a while ago. This release adds the option for contact generation inbetween convex polyhedra using contact clipping and a fracture demo among others. Last but not least, AMD is looking for developers who want to help out with physics simulation, see the job description here.

Related movie:

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