Demo of using the Bullet Physics Engine in a Windows Phone 8 DirectX 11 app.
Under the WinRT folder is a WP8 app the rendering and physics code is separated into separate WinRT Components, which are consumed by a C# WinRT UI. Under the Windows8 folder is a Windows Store app, with all of the code implemented in one project, using standard C++ types instead of C++/CX extensions.
All rendering and physics exposed with WinRT interfaces.
Email queries to email@example.com or on this post: http://taumuon-jabuka.blogspot.co.uk/2012/04/bullet-physics-and-directx-11-on.html
This was tested with Bullet 2.81 revision 2613
The steps to create the bullet libs were . Download bullet source, and unzip to e.g. C:\Bullet . Open and convert the solution from under build\vs2010 . Remove projects except: BulletCollision, BulletDynamics, LinearMath . Add a new Solution Configuration ARM . For each project, change the Platform Toolset to be Windows Phone 8.0 (v110) . Change the Linker Target Machine to be MachineARM (/MACHINE:ARM) . Add the following preprocessor define to all projects: BT_NO_PROFILE BT_USE_DOUBLE_PRECISION . Change the use of the C Runtime to be Multi-threaded DLL/Multi-threaded Debug Dll
Change the MetroBullet project's C++ include path to point to the bullet source, e.g. C:\Bullet\src