Documentation
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Bullet Physics Documentation
Introduction
Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the ZLib license. This means you can use it in commercial games, even on next-generation consoles like Sony Playstation 3.
This wiki contains a number of tutorials to get you started, and also articles about specific aspects of the engine. For more information please visit the Bullet Physics SDK section of the Physics Simulation Forum hosted on this site.
Bullet User Manual in PDF
A good starting point is reading the Bullet User Manual, which is included in the Bullet distribution, and online at http://bulletphysics.com/ftp/pub/test/physics/Bullet_User_Manual.pdf
API documentation
There is doxygen-generated API documentation that can be:
- browsed online
- downloaded Bullet 2.73 API reference documentation (75Mb ZIP)
Having problems viewing the HtmlHelp on Windows XP? See: HtmlHelp Problems
Frequently Asked Questions
There is currently a PDF FAQ and a wiki page which contains the contents of the PDF and some more: Frequently Asked Questions
Getting Started
If you haven't installed yet, see Installation. When you are installed, explore the Demos. The following resources are for incorporating Bullet into your own project.
Tutorials
Step by step instructions on how to implement parts of Bullet in your application
- Creating a project from scratch - step by step setup for Windows Visual Studio and Mac OSX Xcode
- Glossary of Terms - a glossary of the terms you'll likely come across in these documents.
- A Hello World app ensures that your build is working optimally. This also documents some of most high-level aspects of Bullet.
Articles
In-depth explanations of specific topics
- MotionStates are a convenient callback facility to allow you to update your graphics when objects move.
- Stepping the World explains what the stepSimulation parameters are, how to tweak them, and the impact on Determinism.
- Collision Shapes are plentiful in Bullet, here we help you choose the right one.
- Collision Filtering, how to enable and disable collisions between objects.
- Collision Callbacks and Triggers, how to be notified of a collision.
- Broadphase What it is and which to use.
- Determinism Making your engine do the same thing each time it is reset.
