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 Q&A Bullet Physics,
Erwin Coumans
March 2010,
 

 

We are working towards general data parallel optimizations, both for OpenCL and Direct Compute.
Performance gains vary, in some cases the GPU can be up to 10 times faster.

<Bullet Physics used in 2012, ©Columbia pictures

   
Q1 According to a survey published in Game Developers Magazine, Bullet is a popular Physic engine among games developers (3rd engine after PhysX and Havok). According to you, what are the key features that make developers preferring Bullet?
A1 The key features are
1) Bullet is fully open source under a permissive license (Zlib license)
2) Bullet is free for commercial use for any purpose, no strings attached
3) Bullet C++ code can be fully customized, optimized and extended as you like
4) Bullet has been used in several well-known games and movies
5) Bullet performs well, it has good stability and is under active development
   
Q2 What is the license of Bullet? Does it offer more flexibility than its competitors?
A2 Bullet's Zlib license is very permissive, you can freely use it in commercial projects. Zlib is similar to MIT and BSD license, you are not even required to mention if you use Bullet.
This license is much better than Havok and PhysX. Both of them don't provide full source code (for example Havok practically never provides the most interesting parts of their source code, such as the innerloop of the constraint solver or the GSK/EPA collision detection code). Those proprietary licenses encourage vendor lock-in. Both Havok and PhysX also typically have logo display requirements,
unlike Bullet.
   
Q3 Cinema4D, Blender, Maya, Lightwave Core can use Bullet. Is it important that physics attributes are defined in the DCC software? What is the best workflow?
A3 More complex setup such as ragdoll limits can be easier setup in a DCC tool. Most game developers use an authoring tool with Bullet support. From the authoring tool you can save collision/physics data using the .bullet file format, or your own.
   
Q4 Havok is popular because of it's integration in 3ds max. Do you plan to add a better support of 3ds max and Softimage?
A4 We plan on providing an open source 3ds max plugin. Note that several game developers already wrote their own max plugin for Bullet.
   
Q5 Collada is trying to standardize the export of physics data from a DCC tool. Does it really work? Have you heard of developers that successfully base their workflow on Collada for physics data?
A5 The idea behind COLLADA is great, but there are still no decent DCC plugins. Lack of a stable standard import/export library means that everyone writes their own, causing many incompatibilities.

We recently switched to the binary .bullet format for better compatibility. The chunk-based .bullet format is loosely based on EA IFF 85, like AIFF, TIFF and the Blender .blend format. The exporter/import is very compact and build into the Bullet SDK, and deals with all platform conversions and forward/backward compatibility.

   
Q6  What do you think of projects such as PAL (Physics Abstraction Layer)?
A6 An abstraction layer might be handy at the start of a new project, when evaluating several physics engines. But during full production using a native API is better. You might want to optimize, extend the library, use its unique features, file formats etc.
   
Q7 Computing physics algorithms consumes a lot of resources. Bullet is one of the first physic engine to take advantage of OpenCL. Why OpenCL? What kind of performance gains can user expect?
A7 We are working towards general data parallel optimizations, both for OpenCL and Direct Compute.
Performance gains vary, in some cases the GPU can be up to 10 times faster.
   
Q8 There have been rumors about nVidia PhysX multicore support. AMD is claiming that PhysX does not take advantage of multicore architecture. What are the capabilities of Bullet in the field of multicore?
A8 Bullet already can process narrowphase collision detection in parallel. We have a MiniCL wrapper that can process OpenCL kernels on multi-core CPUs, so all OpenCL optimizations also apply for multi-code CPU.
   
Q9   Are physics engines used for serious games, science visualization and simulation? Do physic engines such as Bullet offer sufficient precision models to be used in non-game applications?
A9 The precision is not good enough for scientific simulation. Bullet is used for medical training etc but it should not be used for anything risky.
The approximations are generally good enough for games and special effects in film.
   
Q10 DCC softwares use more and more physics in Special Effects for particles, mesh deformations (Softimage ICe, Houdini). Do you think that physic engines will be able to handle more FX in games?
A10 Bullet has been extensively used for special effects in films, such as 2012, Hancock, Sherlock Holmes etc.
Many Hollywood studios have integrated Bullet rigid body simulation in their pipeline. Physics engines will also be able to handle more FX in games, with fracture, cloth, sph fluid simulation, particle effects etc.
   
Q11 Can iphone games take advantage of Bullet engine?
A11 Yes, Bullet was the first 3D physics engine available for iPhone. The open source SIO2 and Oolong Engine for iPhone use Bullet.
   
Q12 What would be the next milestones for physics engine and Bullet?
A12 Bullet 3.x is the next milestone, with OpenCL and Direct Compute support. Other milestones include improved authoring tools support including a visual debugger/standalone physics editor.
   
Q13 You work at Sony. Do they think of Bullet, do they project to use more and more Bullet for PS3 games?
A13 Sony lets us work on optimized versions of Bullet for various PlayStation platforms.
Also Sony provides support for those PlayStation optimized versions. It is up to the individual game team to select the physics engine. So we just have to keep on improving Bullet to stay attractive for game developers.
   
 
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