I work actually on the integration of bullet in our game engine on X360.
I need to connect a continuous collision version of bullet to avoid tunneling, indeed we develop a race game with high speeds.
The idea is to remain in discret for low speed and go in continuous for high speed

Do you have some samples, some ideas to help me in this difficult task ?
Moreover, I would like to use the multi core capability of the X360 to optimize collision and constraint solver processes.
As we plan to use bullet for a future version on PS3, from your point of view, how can we seperate multi platform code form platform specific code ?
Thank you in advance

Regards.
Frederic Zimmer.