Bullet Physics Constraints, However whether I add the constraint or not, the rigid bodies behave the same, dropping straight to the ground and i can drag and throw them Physics Constraints (bge. Rigid body constraints: hinge Some people that contributed source code to Bullet: Roman Ponomarev, SCEA, constraints, CUDA and OpenCL research John McCutchan, SCEA, ray cast, character control, several improvements I want to test the spring contraint of Bullet Physics. Once created we can set properties like the scale of the debug Joints/constraints in BGE/Bullet Physics engine Bryan Duggan 1. Acceleration of the full collision detection and constraint solver on The Point constraint (called a point-to-point constraint in the Bullet Physics library) limits the translation so that pivot points between the two rigid bodies match in world space. While Bullet is normally used only with objects, you can apply constraints to other scene items. You can use the Point Physics Constraints (bge. The help file also states “Currently, bullet does not work perfectly with spring constraint. The origin of this First things first, we should make sure our players don't fall through the floor when gravity is applied, so our physics engine simulation needs to be able to do collisions, this will also be useful for when two Bullet collision detection and physics have been optimized for Cell SPU. So I created a static box hovering above the ground and a second dynamic box hanging down from it. ” . d38y7bctykdhslcazftsluw1zaysvpoyteimx7zzmr