bullet3/README.md

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# Bullet 2.x including experimental Bullet 3 OpenCL.
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This is the official repository of Bullet 2.x, moved from http://bullet.googlecode.com
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It includes the optional work-in-progress Bullet 3 GPU pipeline.
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The Bullet 2 API will stay default and up-to-date while slowly moving to Bullet 3.
The steps towards Bullet 3 are in a nutshell:
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1. The old Bullet2 demos are being merged into the examples/ExampleBrowser
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2. A new Bullet 3 API is created
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3. All Bullet2 functionality is added to Bullet 3.
4. The OpenCL examples in the ExampleBrowser can be enabled using --enable_experimental_opencl
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You can still use svn or svn externals using the github git repository: use svn co https://github.com/bulletphysics/bullet3/trunk
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## Requirements for Bullet 2
A C++ compiler for C++ 2003. The library is tested on Windows, Linux, Mac OSX, iOS, Android,
but should likely work on any platform with C++ compiler.
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Some optional demos require OpenGL 2 or OpenGL 3, there are some non-graphical demos and unit tests too.
## Contributors and Coding Style information
https://docs.google.com/document/d/1u9vyzPtrVoVhYqQOGNWUgjRbfwfCdIts_NzmvgiJ144/edit
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## Requirements for Bullet 3
The entire collision detection and rigid body dynamics is executed on the GPU.
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A high-end desktop GPU, such as an AMD Radeon 7970 or NVIDIA GTX 680 or better.
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We succesfully tested the software under Windows, Linux and Mac OSX.
The software currently doesn't work on OpenCL CPU devices. It might run
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on a laptop GPU but performance is likely not very good. Note that
often an OpenCL drivers fails to compile a kernel. Some unit tests exist to
track down the issue, but more work is required to cover all OpenCL kernels.
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## License
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All source code files are licensed under the permissive zlib license
(http://opensource.org/licenses/Zlib) unless marked differently in a particular folder/file.
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## Build instructions for Bullet using premake. You can also use cmake instead.
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**Windows**
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Click on build3/vs2010.bat and open build3/vs2010/0MySolution.sln
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**Linux and Mac OSX gnu make**
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In a terminal type:
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cd build3
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Dependend on your system (Linux 32bit, 64bit or Mac OSX) use one of the following lines
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./premake4_linux gmake
./premake4_linux64 gmake
./premake4_osx gmake
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Then
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cd gmake
make
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**Mac OSX Xcode**
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Click on build3/xcode4.command or in a terminal window execute
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./premake_osx xcode4
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## Usage
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The App_ExampleBrowser executables will be located in the bin folder.
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You can just run it though a terminal/command prompt, or by clicking it.
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```
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[--start_demo_name="Demo Name"] Start with a selected demo
[--enable_experimental_opencl] Enable some experimental OpenCL examples
[--mp4=moviename.mp4] Create a mp4 movie of the window, requires ffmpeg installed
[--mouse_move_multiplier=0.400000] Set the mouse move sensitivity
[--mouse_wheel_multiplier=0.01] Set the mouse wheel sensitivity
[--background_color_red= 0.9] Set the red component for background color. Same for green and blue.
[--fixed_timestep= 0.0] Use either a real-time delta time (0.0) or a fixed step size (0.016666)
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```
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You can use mouse picking to grab objects. When holding the ALT of CONTROL key, you have Maya style camera mouse controls.
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Press F1 to create series of screenshot. Hit ESCAPE to exit the demo app.
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See docs folder for further information.