[--shadowmap_resolution=<int>] Change the resolution of the shadowmap
[--shadowmap_size=<int>] Change the worldspace size of the shadowmap
[--use_uniform_grid] Use uniform grid broadphase (no all scenes work)
[--use_jacobi] Use GPU parallel Jacobi solver (instead of PGS)
[--use_large_batches] Use a different strategy for the constrains solver
[--debug_kernel_launch] Show debug info at start/end of each kernel launch
[--use_dbvt] Use the CPU dynamic BVH tree broadphase
[--allow_opencl_cpu] Allow to use an OpenCL CPU device
You can use mouse picking to grab objects. When holding the ALT of CONTROL key, you have Maya style camera mouse controls.
Press F1 to create a screenshot. Hit ESCAPE to exit the demo app.
Bullet 3.x only implements a small set of collision shapes and constraints:
Static plane
Static concave triangle mesh
Sphere
Convex Polyhedron
Compound of Convex Polyhedra
Bullet 3.x uses the separating axis test (SAT) between convex polyhedra, testing all vertex - face and edge - edge combinations. For performance it is best to keep the number of edges in a convex polyhedron low, using simple shapes such as a tetrahedron or a box.
The constraint solver currently supports two constraints:
point to point constraint (ball-socket
fixed constraint
It can be extended to other constraint types. The constraint solver uses the same algorithm as Bullet 2.x.
It is possibly to try out Bullet 3.x using the Bullet 2.x API, using the b3GpuDynamicsWorld bridge:
Copy the source code of both versions in the same location, and click on build3/vs2010_bullet2gpu.bat to generate Visual Studio project files.