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authorerwincoumans <erwin.coumans@gmail.com>2015-08-11 09:15:06 -0700
committererwincoumans <erwin.coumans@gmail.com>2015-08-11 09:15:06 -0700
commit7ff74f40dfe565af75d606b610e5a1443998e643 (patch)
treec3378a64e4ce6dd3d256d0431358055f7f0b29cc /README.md
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downloadbullet3-7ff74f40dfe565af75d606b610e5a1443998e643.tar.gz
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@@ -2,17 +2,18 @@
[![Travis Build Status](https://api.travis-ci.org/bulletphysics/bullet3.png?branch=master)](https://travis-ci.org/bulletphysics/bullet3)
[![Appveyor Build status](https://ci.appveyor.com/api/projects/status/6sly9uxajr6xsstq)](https://ci.appveyor.com/project/erwincoumans/bullet3)
-# Bullet 2.x with optional Bullet 3 GPU rigid body pipeline using OpenCL.
+# Bullet 2.x including experimental Bullet 3 OpenCL.
This is the official repository of Bullet 2.x, moved from http://bullet.googlecode.com
-It includes the future work-in-progress Bullet 3 GPU pipeline.
+It includes the optional work-in-progress Bullet 3 GPU pipeline.
The Bullet 2 API will stay default and up-to-date while slowly moving to Bullet 3.
The steps towards Bullet 3 are in a nutshell:
-1. The old Bullet2 demos are being moved from ObsoleteDemos to AllBullet2Demos
+1. The old Bullet2 demos are being merged into the examples/ExampleBrowser
2. A new Bullet 3 API is created
-3. All Bullet2 functionality is added to Bullet 3. Until this is done, you can use the Demos3/BasicGpuDemo/b3GpuDynamicsWorld or explore the Demos3/GpuDemos to check out Bullet 3.
+3. All Bullet2 functionality is added to Bullet 3.
+4. The OpenCL examples in the ExampleBrowser can be enabled using --enable_experimental_opencl
You can still use svn or svn externals using the github git repository: use svn co https://github.com/bulletphysics/bullet3/trunk
@@ -26,7 +27,6 @@ Some optional demos require OpenGL 2 or OpenGL 3, there are some non-graphical d
https://docs.google.com/document/d/1u9vyzPtrVoVhYqQOGNWUgjRbfwfCdIts_NzmvgiJ144/edit
-
## Requirements for Bullet 3
The entire collision detection and rigid body dynamics is executed on the GPU.
@@ -41,8 +41,7 @@ on a laptop GPU but performance is likely not very good.
All source code files are licensed under the permissive zlib license
(http://opensource.org/licenses/Zlib) unless marked differently in a particular folder/file.
-
-## Build instructions for Bullet 3.
+## Build instructions for Bullet using premake. You can also use cmake instead.
**Windows**
@@ -73,60 +72,21 @@ Click on build3/xcode4.command or in a terminal window execute
## Usage
-The demo executables will be located in the bin folder.
-The Bullet 2 demo starts with App_AllBullet2Demos*
-The Bullet 3 demo starts with App_Bullet3_OpenCL_Demos_*
-
+The App_ExampleBrowser executables will be located in the bin folder.
You can just run it though a terminal/command prompt, or by clicking it.
-There are some command-line options, you can see using the --help option. For example, this will perform a benchmark writing to some files:
-
- ./App_Bullet3_OpenCL_Demos_clew_gmake --benchmark
```
-[--selected_demo=<int>] Start with a selected demo
-[--benchmark] Run benchmark and export results to file
-[--maxFrameCount=<int>] Run the benchmark for <int> frames
-[--dump_timings] Print the profile timings to console
-[--cl_device=<int>] Choose a certain OpenCL device
-[--cl_platform=<int>] Choose a certain OpenCL platform
-[--disable_cached_cl_kernels] Disable loading cached binary OpenCL kernels
-[--x_dim=<int>] Change default demo settings (x,y,z)
-[--pair_benchmark_file=<filename>] Load AABB's from disk for the PairBench
-[--no_instanced_collision_shapes] Disable collision shape instancing (for tests)
-[--no_shadow_map] Disable shadowmap rendering
-[--shadowmap_resolution=<int>] Change the resolution of the shadowmap
-[--shadowmap_size=<int>] Change the worldspace size of the shadowmap
-[--use_uniform_grid] Use uniform grid broadphase (no all scenes work)
-[--use_jacobi] Use GPU parallel Jacobi solver (instead of PGS)
-[--use_large_batches] Use a different strategy for the constrains solver
-[--debug_kernel_launch] Show debug info at start/end of each kernel launch
-[--use_dbvt] Use the CPU dynamic BVH tree broadphase
-[--allow_opencl_cpu] Allow to use an OpenCL CPU device
+[--start_demo_name="Demo Name"] Start with a selected demo
+[--enable_experimental_opencl] Enable some experimental OpenCL examples
+[--mp4=moviename.mp4] Create a mp4 movie of the window, requires ffmpeg installed
+[--mouse_move_multiplier=0.400000] Set the mouse move sensitivity
+[--mouse_wheel_multiplier=0.01] Set the mouse wheel sensitivity
+[--background_color_red= 0.9] Set the red component for background color. Same for green and blue.
+[--fixed_timestep= 0.0] Use either a real-time delta time (0.0) or a fixed step size (0.016666)
```
You can use mouse picking to grab objects. When holding the ALT of CONTROL key, you have Maya style camera mouse controls.
-Press F1 to create a screenshot. Hit ESCAPE to exit the demo app.
-
-
-Bullet 3.x only implements a small set of collision shapes and constraints:
-
-* Static plane
-* Static concave triangle mesh
-* Sphere
-* Convex Polyhedron
-* Compound of Convex Polyhedra
-
-Bullet 3.x uses the separating axis test (SAT) between convex polyhedra, testing all vertex - face and edge - edge combinations. For performance it is best to keep the number of edges in a convex polyhedron low, using simple shapes such as a tetrahedron or a box.
-
-The constraint solver currently supports two constraints:
-
-* point to point constraint (ball-socket
-* fixed constraint
-
-It can be extended to other constraint types. The constraint solver uses the same algorithm as Bullet 2.x.
-
-It is possibly to try out Bullet 3.x using the Bullet 2.x API, using the b3GpuDynamicsWorld bridge:
-Copy the source code of both versions in the same location, and click on build3/vs2010_bullet2gpu.bat to generate Visual Studio project files.
+Press F1 to create series of screenshot. Hit ESCAPE to exit the demo app.
See docs folder for further information.