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bullet-physics-performance-optimized

A Bullet Physics Engine clone for devices like Nintendo DS

Here is exmple of common physics setup using bullet

void setupPhysics() {

//btScalar gJitterVelocityDampingFactor = 1.f;
btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
btVector3 worldMin(-1000,-1000,-1000);
btVector3 worldMax(1000,1000,1000);
btOverlappingPairCache* pairCache = new btAxisSweep3(worldMin,worldMax);
btConstraintSolver* constraintSolver = new btSequentialImpulseConstraintSolver();
m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver);
//m_dynamicsWorld = new btSimpleDynamicsWorld(dispatcher,pairCache,constraintSolver);

m_dynamicsWorld->setGravity(btVector3(0,0,-10));
m_dynamicsWorld->setDebugDrawer(&m_ebugDrawer);

}

setupPhysics() should be called once on game start

void UpdatePhysics() { m_dynamicsWorld->stepSimulation(1.f/15.f,0); }

UpdatePhysics() should be called in main game loop

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