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Bullet Collision Detection and Physics Library
See also http://bulletphysics.org/mediawiki-1.5.8/index.php/Creating_a_project_from_scratch
** Windows Compilation **
Open the Microsoft Visual Studio solution in msvc/20xx/BULLET_PHYSICS.sln
Alternatively, use CMake to autogenerate a build system for Windows:
- Download/install CMake from www.cmake.org or package manager
- Use cmake-gui or
- List available build systems by running 'cmake' in the Bullet root folder
- Use cmake-gui
- Create a build system using the -G option for example:
cmake . -G "Visual Studio 9 2008" or
cmake . -G "Visual Studio 9 2008 Win64"
** Linux Compilation **
- Download/install CMake from www.cmake.org or package manager
CMake is like autoconf in that it will create build scripts which are then
used for the actual compilation
- List available build systems by running 'cmake' in the Bullet root folder
- Create a build system using the -G option for example:
cmake . -G "Unix Makefiles"
- There are some options for cmake builds:
BUILD_SHARED_LIBS: default 'OFF', set to 'ON' to build .so libraries
BUILD_EXTRAS: default 'ON', compiles additional libraries in 'Extras'
BUILD_DEMOS: default 'ON', compiles applications found in 'Demos'
CMAKE_INSTALL_PREFIX: default '/usr/local', the installation path.
CMAKE_INSTALL_RPATH: if you install outside a standard ld search path,
then you should set this to the installation lib path.
CMAKE_BUILD_TYPE: default 'Release', can include debug symbols with
either 'Debug' or 'RelWithDebInfo'.
Other options may be discovered by 'cmake --help-variable-list' and
'cmake --help-variable OPTION'
- Run 'cmake' with desired options of the form -DOPTION=VALUE
By default this will create the usual Makefile build system, but CMake can
also produce Eclipse or KDevelop project files. See 'cmake --help' to see
what "generators" are available in your environment, selected via '-G'.
For example:
cmake -DBUILD_SHARED_LIBS=ON -DCMAKE_BUILD_TYPE=RelWithDebugInfo
- Assuming using the default Makefile output from cmake, run 'make' to
build, and then 'make install' if you wish to install.
** Mac OS X Compilation **
- Download/install CMake from www.cmake.org or package manager
CMake is like autoconf in that it will create build scripts which are then
used for the actual compilation
- List available build systems by running 'cmake' in the Bullet root folder
- Create a build system using the -G option for example:
cmake . -G Xcode
cmake . -G "Unix Makefiles"
- There are some options for cmake builds:
BUILD_SHARED_LIBS: default 'OFF', set to 'ON' to build .dylib libraries
BUILD_EXTRAS: default 'ON', compiles additional libraries in 'Extras'
BUILD_DEMOS: default 'ON', compiles applications found in 'Demos'
CMAKE_INSTALL_PREFIX: default '/usr/local', the installation path.
CMAKE_INSTALL_NAME_DIR: if you install outside a standard ld search
path, then you should set this to the installation lib/framework path.
CMAKE_OSX_ARCHITECTURES: defaults to the native architecture, but can be
set to a semicolon separated list for fat binaries, e.g. ppc;i386;x86_64
CMAKE_BUILD_TYPE: default 'Release', can include debug symbols with
either 'Debug' or 'RelWithDebInfo'.
To build framework bundles:
FRAMEWORK: default 'OFF', also requires 'BUILD_SHARED_LIBS' set ON
If both FRAMEWORK and BUILD_SHARED_LIBS are set, will create
OS X style Framework Bundles which can be placed in
linked via the -framework gcc argument or drag into Xcode projects.
(If not framework, then UNIX style 'include' and 'lib' will be produced)
Other options may be discovered by 'cmake --help-variable-list' and
'cmake --help-variable OPTION'
- Run 'cmake' with desired options of the form -DOPTION=VALUE
By default this will create the usual Makefile build system, but CMake can
also produce Eclipse or KDevelop project files. See 'cmake --help' to see
what "generators" are available in your environment, selected via '-G'.
For example:
cmake -DBUILD_SHARED_LIBS=ON -DFRAMEWORK=ON \
-DCMAKE_INSTALL_PREFIX=/Library/Frameworks \
-DCMAKE_INSTALL_NAME_DIR=/Library/Frameworks \
-DCMAKE_OSX_ARCHITECTURES='ppc;i386;x86_64' \
-DCMAKE_BUILD_TYPE=RelWithDebugInfo
- Assuming using the default Makefile output from cmake, run 'make' to build
and then 'make install'.
** Alternative Mac OS X and Linux via autoconf/make **
- at the command line:
./autogen.sh
./configure
make
** QNX (from Windows) Compilation **
- To build for the QNX platform on Windows, run cmd.exe and execute the following commands:
> cd [bbndk] where [bbndk] is where the QNX NDK was installed (i.e. C:\bbndk)
> bbndk-env.bat
> cd [bullet]/qnx where [bullet] is the directory where Bullet was extracted to
> make
Following this, the relevant binaries should reside in the following subdirectories under each
subdirectory of [bullet]/qnx:
for the BulletCollision, BulletDynamics, BulletSoftBody, BulletFileLoader, BulletWorldImporter,
ConvexDecomposition, HACD, and OpenGLSupport libraries:
arm/a.le.v7 (ARM release)
arm/a.le.v7.g (ARM debug)
x86/a (x86 simulator release)
x86/a.g (x86 simulator debug)
for all of the demo programs:
arm/o.le.v7 (ARM release)
arm/o.le.v7.g (ARM debug)
x86/o (x86 simulator release)
x86/o.g (x86 simulator debug)
To build just the libraries, run 'make libs' from [bullet]/qnx and to build just the demos (note
that the libraries must be built first), run 'make demos' from [bullet]/qnx. To build a particular
library or demo program individually, change into its subdirectory and run 'make'.
** For more help, visit http://www.bulletphysics.org **
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