For my game physic’s final at Champlain College, I’ve dabbled into various physics engines
My top choices to flex my knowledge of the Bullet Physics Engine are (Note* There is no specific order):
1)GameStart3D -Bullet is already the base physic engine, so its up me to learn its own coding/scripting language, “Squirrel”. See for yourself at: http://www.gamestart3d.com
2) Ogre3D (OgreBullet) – Ogre3D is a open source graphic engine that allows for integration with various physic engines to create a stable game engine that is up to the user to define. However, the set up process is confusing when you are under a time constant. But its all programmed in basic C++, so no language barrier! See for yourself at: http://www.ogre3d.org/
3)Irrlicht Engine – Another open source 3D graphic engine, however, it’s been in development for awhile now, and has well documented tutorials. By far the easiest to pick up and learn, and has some examples already to show how to set up the different engines into one. See for yourself at:http://irrlicht.sourceforge.net/
4)OpenGl + Bullet – One of the hardest methods to show off physics based on the time constant I have. This uses both the open libraries of the Open GL capabilities of a computer’s basic rendering usage and Bullet’s simple collision library’s. I would just have to create EVERYTHING in terms of graphics and a virtual space. If anything, I can show off how Bullet can work directly with Open GL since the engines mention above already handle this process (And then more since they can be used with DirectX).
With the four paths to take, I can choose parts of one and then show off the parts of others. Time will time. I’ll try to post things when I can breathe easy.
Here’s the link to Bullet: http://bulletphysics.org/wordpress/