Bullet for 2D

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Bullet for 2D

Post  DiegoBM on Sun Mar 01, 2009 6:03 am

Hello all guys!

A fast question. Do you guys know how bullet 3D performs physics for 2D calculations only (polygon-planes lying and moving only on X-Y axes)? I am asking this because I've heard that Bullet 3D is not the optimal approach for 2D physics but if you guys have used it on your 2D games and it performed well I will have faith ^_^.

Thanks a lot!

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Re: Bullet for 2D

Post  sio2interactive on Sun Mar 01, 2009 6:09 am

Well I personnaly never use it for 2d but I believe it's suitable for development... What type of game you want to use it for?

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Re: Bullet for 2D

Post  DiegoBM on Sun Mar 01, 2009 8:14 am

It will be some kind of puzzle but with forces like wind applying on objects. I think that people says that bullet is not optimal for 2D because it spends time computing calculations on Z, but as long as I don't know if thats true, or if that can be configured to restrict computations on 2D, or if the time spent calculating computations on Z is almost not noticeable when Z = 0, then I did prefer to ask for advice first.

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Re: Bullet for 2D

Post  meteors on Sun Mar 01, 2009 8:40 am

You may want to look at a 2D engine, like Cocos 2D.


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Re: Bullet for 2D

Post  DiegoBM on Sun Mar 01, 2009 8:52 am

I have thought about that but the problem is that I'd like to move some of my meshes by means of skeletal animation (most of them indeed). That's the problem, even though the movement will be restricted I can't say that this is a 2D game as long as I will be using 3D meshes, skeletal animations and so on. I think a 3D engine will fit better but maybe using a 2D physics engine? or maybe Bullet if it performs well also for 2D.

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Re: Bullet for 2D

Post  meteors on Mon Mar 02, 2009 12:20 pm

You can do some very cool skeletal animation in 2D. Search for "2-D skeletal animation" on youtube for some cool examples.


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Re: Bullet for 2D

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