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contact force problems". The solver needs a lot of iterations, before the quality goes up (~ 1000) Thanks to Gabor PUHR for the contribution! Improved the btLemkeSolver. Remove the sparse optimizations from the btMatrixX.h, replace it with explicit call to rowComputeNonZeroElements (only used in the btSolveProjectedGaussSeidel), it was likely slowing things down, without being useful. Re-enable SIMD in the solver (was accidently disabled in Bullet 2.82 release) |
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build | ||
Demos | ||
docs | ||
Extras | ||
Glut | ||
lib | ||
src | ||
Test | ||
UnitTests | ||
acinclude.m4 | ||
AUTHORS | ||
autogen.sh | ||
BspDemo.bsp | ||
bullet_logo.png | ||
Bullet_User_Manual.pdf | ||
bullet.pc.cmake | ||
bullet.pc.in | ||
BulletConfig.cmake.in | ||
BulletLicense.txt | ||
ChangeLog | ||
CMakeLists.txt | ||
config.h.in | ||
configure.ac | ||
convex0.bin | ||
COPYING | ||
Doxyfile | ||
file.obj | ||
glut64.dll | ||
GLUT32.DLL | ||
heightfield128x128.raw | ||
INSTALL | ||
install-sh | ||
jenga.dae | ||
Makefile.am | ||
NEWS | ||
README | ||
RELEASING.TXT | ||
test1.oec | ||
UseBullet.cmake | ||
VERSION |
Bullet is a 3D Collision Detection and Rigid Body Dynamics Library for games and animation. Free for commercial use, including Playstation 3, open source under the ZLib License. See the Bullet_User_Manual.pdf for more info and visit the Bullet Physics Forum at http://bulletphysics.org