Bullet got some nice coverage in a May 2007 Develop Magazine physics article. Some remarks though:
Open source, having full control is a big benefit. Some game companies choose Bullet over Ageia and Havok because of this, it can give competitive advantage when developing novel physics techniques. The entire Bullet collision detection fits and runs on one or more SPUs (or multicore on XBox 360), including streaming of compressed static triangle meshes (without SPU 256k size arbitrary limitations), convex polyhedra etc.
Another aspect is that Bullet has been ported to XNA / C#, also known as Managed BulletX
Physics and Bullet in Develop Magazine (UK)
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Physics and Bullet in Develop Magazine (UK)
Last edited by Erwin Coumans on Wed May 30, 2007 7:28 pm, edited 1 time in total.
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Unfortunately that is confidential, it would be great advertisement if that could be on Bullet's frontpage. Some of that information will be made available when suitable.
I'm currently working with over 15 large game companies/publishers using Bullet physics or just its collision detection on Playstation 3, XBox 360, PC, Wii and/or other platforms. Some of them are AAA franchises.
Some of them purely use the open source version, others complement this by the multi-threaded SPU optimizated version, available throught Sony PS3 Devnet for licensed PS3 developers. Soon other multi-threaded versions will become publically available, for Win32 Threads, pthreads and libspe2.
Erwin
I'm currently working with over 15 large game companies/publishers using Bullet physics or just its collision detection on Playstation 3, XBox 360, PC, Wii and/or other platforms. Some of them are AAA franchises.
Some of them purely use the open source version, others complement this by the multi-threaded SPU optimizated version, available throught Sony PS3 Devnet for licensed PS3 developers. Soon other multi-threaded versions will become publically available, for Win32 Threads, pthreads and libspe2.
Erwin
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