Game Development Community

Bullet Physics Resource?

by Lance Lockwood · in Torque Game Engine Advanced · 03/25/2009 (9:13 pm) · 8 replies

The TGEA feature list says:

Torque includes efficiently networked physics functionality, and is built with an abstracted C++ Physics API. Sample implementations are available as resources on this site and include:
* PhysX
* Bullet
* ODE

Where is the Bullet Physics resource? I see articles about PhysX and ODE but I can't find anything for Bullet.

#1
03/26/2009 (12:00 pm)
I want to point out that a lot of us have complained about how this bit was added to the product description. As I see it now, it's actually a bit of a confusion issue more than intentional deception; that page says "TGEA" at the top, but is actually the landing page for T3D. Somewhere in the website rebuild and marketing the new engine, things got a bit mixed up, and that T3D features list became the only one shown.

--

A lot of that realistically refers to T3D. From what I've read so far, T3D may have some kind of physics layer, much like the "GFX" layer, which can be attached to various physics solutions. We're still waiting on the details, but it sounded very promising.

There's honestly no such thing as an "abstracted physics API" in TGE/A, though it isn't too hard to get these various physics engines playing nicely on a basic level. I've found the PhysX resource to be quite functional, so long as you aren't expecting great network interpolation with it.

I don't know of a specific Bullet resource, but that doesn't mean there isn't one. I haven't been able to find it myself.
#2
03/26/2009 (3:02 pm)
I'm not sure how potential features for T3D end up in the feature list for TGEA. And it is definitely the feature list for TGEA because almost every section starts with "TGEA provides" or something similar. If it is a mistake then GG should correct it promptly because that's what they're promising people before they purchase and before they can see under the hood.

I did find the threads of complaints and discussion about this issue in my search for the Bullet integration resource. It seems that since those complaints the sentence, "Sample implementations are available as resources on this site and include..." to clarify that integration with PhysX, ODE, and Bullet are not simply built-in.

That's good but after extensive searching using both Google and the site's built-in search functions I haven't found ANY information on integrating Bullet with TGE or TGEA. The only small thing I found was Gary "ChunkyKs" Briggs' post which talks about Bullet's motionState and how he used it with Ogre, not with a Torque engine.

The Bullet resource/post might exist and if so I'd love to find it. If it doesn't exist they should remove Bullet from the list under the Physics features.
#3
03/28/2009 (6:22 am)
I don't believe there is a resource available, I've searched for different physics implementations before but never found anything to do with bullet physics
#4
03/28/2009 (7:20 am)
I thought that this was brought to GG's attention before. It's not an "oversight" on their part. Depending on how you want to view this, it's intentional misrepresentation, or clever marketing (since, you do have the source, it is POSSIBLE for you to do this yourself... so it's not a lie.)

Also, TGEA supports raytracing and advanced virtual reality systems ... and it can be played on a Cray Supercomputer! Amazing, huh?
#5
03/30/2009 (9:01 am)
I didn't found any full-value physics resource either.

That's why we decided to integrate abstract physics API as a part of the next version of our Game Mechanics Kit (read more in my blog).
GMK 1.1.0 will be available in a couple of weeks. There will be a Bullet physics, as well as ODE (for your choice).

GMK's physics has full network support. In the first version there will be rigid bodies and maybe a ragdolls (or we add ragdolls little later). Currently we done with ODE and now adding Bullet.
#6
03/30/2009 (10:08 am)
@Yuri,

Really!?! Adding some physics? Sweet, I would love to see some ragdoll physics!
#7
03/30/2009 (1:18 pm)
@Yuri - Add ragdolls, and I'm in.
#8
03/30/2009 (1:40 pm)
@Yuri - That would be a really great thing, certainly has my interest