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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2007-07-03T07:55:47+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
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		<entry>
		<author><name><![CDATA[Erwin Coumans]]></name></author>
		<updated>2007-07-03T07:55:47+00:00</updated>

		<published>2007-07-03T07:55:47+00:00</published>
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		<title type="html"><![CDATA[Bullet Physics SDK 2.54 released]]></title>

		
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<a href="https://sourceforge.net/project/showfiles.php?group_id=147573" class="postlink">https://sourceforge.net/project/showfil ... _id=147573</a> <br><br>-added btHeightfieldTerrainShape <br>   (see VehicleDemo for usage, note that the demo graphics rendering of heightfield is extremely slow at the moment)<br>Thanks Jay for all feedback.<br>-upgraded to GIMPACT 0.2 <br>   (see MovingConcaveDemo and Bullet/Extras/GIMPACT)<br>-added raycasting filter<br>Thanks Jacky_J for contribution<br><br>Thanks to Marten Svanfeldt for following (and other) contributions:<br>-allow explicit setting of collision filter in addRigidBody <br>-allow custom collision filtering in broadphase <br>-improved debug rendering <br>-optionally disable pair-wise collision of rigidbodies sharing a constraint  <br><br>Work in progress:<br>-managed Bullet C# version, that works on Windows and XBox 360 XNA, see Bullet/Extras/BulletX <br>Thanks KlemiX<br> <br>-BulletMultiThreaded, unified implementation with Win32 Threads, PS3 SPURS and future pthreads and libspe2 support. See Bullet/Extras/BulletMultiThreaded. <br><br>Still on the roadmap is better API for single swept collision query (first preparations done), Featherstone constraints, Cell libspe2 and pthreads multi theading.<br><br>Enjoy,<br>Erwin<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2">Erwin Coumans</a> — Tue Jul 03, 2007 7:55 am</p><hr />
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