Bullet Physics Editor early work-in-progress

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Erwin Coumans
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Bullet Physics Editor early work-in-progress

Post by Erwin Coumans » Mon May 03, 2010 6:07 am

We are working on a standalone Bullet Physics Editor, currently for Windows and Mac. It is still early in development, and it doesn't have proper editing features yet.

Currently the editor can
  • load/save files in the .bullet file format, created using the Bullet 2.76 or later SDK or Dynamica Maya plugin.
  • select translate, rotate objects, delete objects
  • view some properties such as position, mass, collision shape type
  • play/pause the simulation
  • toggle between 1 and 4 split views using space bar, similar to Maya controls
We are experimenting with several GUI library options. Currently we use Cocoa/Objective-C for the Mac OSX GUI, and .net/C# for Windows GUI. For the future we explore wxWidgets for Linux (and if we are very happy with that we might drop the native Cocoa/.Net implementations)

You can follow progress here:

http://code.google.com/p/bullet-physics-editor/
Thanks,
Erwin

josemarin
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Re: Bullet Physics Editor early work-in-progress

Post by josemarin » Tue May 04, 2010 10:57 am

Great!

I was about to start my own editor!

If the editor was based on wxWidgets, it would be much more easy to mantain the several platforms (Win, Mac, Linux), and it have many great controls, like a property editor and OpenGL panel, and much more!

Regarding the Bullet Physics Editor, is there any library I must install before running the windows version?

It crashes every time I run it.

I'm using Windows XP

Thanks

Jose

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Erwin Coumans
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Re: Bullet Physics Editor early work-in-progress

Post by Erwin Coumans » Tue Jun 01, 2010 7:08 pm

The current editor uses a native implementation based on .Net for Windows, and Cocoa for Mac OSX.
It crashes every time I run it.
You might want to file an issue at the http://bullet-physics-editor.googlecode.com issue tracker. It needs a recent .Net 3.5 or later installation I think.

If those crashes and incompatibilities persist, we might migrate to wxWidgets.
A related project, OgreKit/GameKit, uses wxWidgets and OpenGL for a node editor. It builds on Windows and Linux using the cmake build system, we still need to fix Mac OSX cmake support. See http://code.google.com/p/gamekit/downloads/list

Thanks,
Erwin

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