This is a first beta release and I'll post the source later next week over in the Community Contributed Tools section of the C4 forums. I've created a self contained download that will just run once extracted, no need to copy anything else or install anything. The Bullet integration has improved loads since I first used it, it fact the way it handles static meshes (I've created them as static shapes in a single body - I'll break them down by zones later) doesn't impact performance as much as they do in PhysX. I do think the Demo world and Cemetery run faster.
The Demo is built against C4 1.4.10 and Bullet 2.7.3.
This is brief description on getting up and running with the C4 Bullet Integration. This release is an early Beta as there are a few issues to fix, but it is playable.
Download from here, 80MB.
Just Extract the archive somewhere on your harddrive and double click C4.exe to run.
From the main screen select Start Single Player and choose one of the worlds. There are only a few at the moment as they were used to test the Bullet Features.
I have included the C4 PhysX user guide that I initially wrote for the C4 - PhysX integration, some of the content holds true for the Bullet integration as well, and I haven't got round to updating it yet. The Bullet Editor Page in the World Editor is not covered yet - but I will get around to this in the next few weeks. At least it will give you an idea on how to open the editor and change the worlds or create new ones.
There is also a World Editor pluign for Bullet functions that can save a model using convex decomposition as a Collada file. I'll create a document for this - as it's not entirely straight forward.
For Beginners to C4, check out the book, the Beginners Guide to the C4 Engine available from here is also a good starting point. Also the wiki, located here will explain a lot as well.
- Rigid Bodies and Constraints with configurable settings
- SoftBodies with configurable Settings, the shadows are broken at the moment for the soft bodies and I'm waiting for the soft shadow solution in C4 before I attempt to fix this. But at least it gives you an idea...
- ConvexDecomposition with configurable settings
- Just the btPointToPointConstraint at the moment.
- Physics-01 - General Rigid Body test using convex shapes for the barrels and crates.
- Physics-02 - General Rigid Body test using primitive boxes and spheres as well as the convex shapes.
- Physics-03 - Lots of the above.
- Physics-04 - Lots and lots of the above.
- Physics-05 - A scene with constraints and rigid bodies.
- Physics-Base - A starting world to create your own world.
- Physics-Blocker - Using a panel and a script (from the graphical script editor) to delete a static body.
- Physics-Column - Two columns, one created using a convex rigid body, the other one created using convexdecomposition saved to a file and loaded at runtime.
- Physics-Column-SB - Two columns, one created using convexdecomposition saved to a file and loaded at runtime, and the other is a softbody
- Physics-Couch - A couch's collision meshes for the cushions created with ConvexDecomposition at runtime.
- Physics-Door - A kinematic Actor used as a door.
- Physics-Lasers - A world that contains two zones, and the rigid bodies pass between each
- Physics-Ninja - A character model thats cllision mesh loaded from a file (initially generated using convex decomposition)
- Physics-Ninja-SB - a soft body version of the Ninja character - the constraints need a little work yet