I'm using Bullet physics with Ogre3d for my game after switching from Newton some months ago, and I'm very happy with it so far.

In my game there are 10 to 15 active rigid bodies in the scene and about 20 static objects. The simulation is pretty smooth and I have a stable
framerate of 60fps. However sometimes the simulation suddently becomes a bit "choppy", then it eventually comes back to normal.
I believe the bottleneck here is m_dynamicsWorld->stepSimulation(deltaTime, 7); function I'm using to step the world.
I've tried to use btAxisSweep instead of btDbvtBroadphase and set m_dynamicsWorld->setForceUpdateAllAABB(false); and it seemed to help
but the problem still exists.
Since the physics scene is relatively simple, I guess it shouldn't be hard to get some smooth simulation. Am I missing some optimization?
Thanks in advance!
