I have spent a lot of time over the last year working on two physics-based indie games and one of them (Invader Zurp) has finally gotten to 1.0 and is now selling on the App Store!
Invader Zurp is built completely around Bullet's physics simulation and that simulation is actually the core gameplay mechanic. You can check out a quick gameplay trailer to get a taste for what the game is like here: http://www.youtube.com/watch?v=X3JtlDrIFnE
Web Site: http://www.invaderzurp.com
App Store Link: http://bit.ly/invaderzurp
During the course of development I learned a ton about the internal workings of Bullet and physics simulation in general. As much as possible I tried to write about the things I learned on my blog
Here are the articles I wrote that may be of interest to Bullet developers:Determinism In Games
- Basic rundown of determinism importance and issues with networking and serializationBullet Physics Optimization For iOS
- The best compiler configurations I found for Bullet performance on iOSWhen Bullets Move Too Fast
- Basic rundown of tunneling and how to deal with it in BulletApplication-Specific Bullet Physics Optimization
- Milking that last few % of Bullet performance
Hopefully some of these articles might be of help to others experiencing similar issues. Let me know if you find anything incorrect in them or have anything else to add. Thanks!