Bullet 2.70 beta 1 release, kinematic character controller

Open source Bullet Physics SDK release information
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Erwin Coumans
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Bullet 2.70 beta 1 release, kinematic character controller

Post by Erwin Coumans »

We are preparing for the Bullet 2.70 release, please download and test the beta 1 release.

Important Note: a few minor changes in API
  • RayResultCallback::addSingleResult and RayResultCallback::hasHit are low-case to conform to coding standard.
    Please update your derived classes by a global search for HasHit and AddSingleResult and replace it into hasHit and addSingleResult.
  • btCollisionWorld::rayTest and btCollisionWorld::convexSweepTest use collision filtering consistent with regular collision detection.
    Please assign the collision filter group and mask to the ConvexResultCallback and RayResultCallback structure, before calling rayTest and convexSweepTest.
  • You can customize the collision filtering for ray/convex test by overriding the 'needsCollision' virtual method in the ConvexResultCallback/RayResultCallback result structures
Some new Features
  • First version of kinematic character controller (non-rigid body). See Demos/CharacterDemo
  • Added btMultimaterialTriangleMeshShape, see MultiMaterialDemo
    Thanks to Alex Silverman for the contribution
  • Performance improvements for btDbvhBroadphase, thanks to Nathanael Presson
  • Various bugfixes
.

Feedback is welcome,
Thanks,
Erwin
reltham
Posts: 66
Joined: Fri Oct 12, 2007 6:28 pm
Location: San Diego

Re: Bullet 2.70 beta 1 release, kinematic character controller

Post by reltham »

I synced with SVN version 1202, and the solution file is looking for a vcproj that doesn't exist (using VS8).
appMultiMaterialDemo.vcproj
wookong
Posts: 1
Joined: Tue Jul 15, 2008 9:35 pm

Re: Bullet 2.70 beta 1 release, kinematic character controller

Post by wookong »

downloaded the beta package, loaded with VC 2008, built, but "The application failed to initialize properly"
Paul
Posts: 5
Joined: Sun Jun 01, 2008 6:36 pm

Re: Bullet 2.70 beta 1 release, kinematic character controller

Post by Paul »

All built fine with VSExpress 2008 and the demos are running without any problems.

The new character controller is looking very promising. When it and the demo are finished, is there any chance of a small demo giving us non-physics experts some idea of how to implement basic interactions between the kinematic controller and some dynamic rigid bodies?

Wish-list aside, thanks for the update :)
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