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#define IN_PARALLELL_SOLVER // !!! grants public access to btHingeConstraint data members
#include <BulletDynamics/ConstraintSolver/btHingeConstraint.h>
. . .
btHingeConstraint * hinge = new btHingeConstraint( . . . )
hinge->setAngularOnly( true );
hinge->m_useSolveConstraintObsolete = true; // !!! normally a private data member
. . .
I have recently replaced our own physics engine with Bullet, and am very pleased with the results. The code is well designed and easy to follow. The overall object design and C++ coding style is actually very close to ours, which made the integration surprisingly easy. The lead game designer got even more excited when she saw everything in our world bouncing around!
Great work guys
--Christopher