» [OBSOLETE] Bullet Physics Nodes Beta
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[OBSOLETE] Bullet Physics Nodes Beta

plugin 3d bullet physics obsolete
Credits: All bullet physics and bulletsharp devvvvs.


Bullet physics nodes first release.

Still beta, but fairly stable. Some breaking changes are to be expected in upcoming releases.

Work on beta 25+ only (Latest version for beta26)

Still on the todo list:

  • Mesh system doesn't work for multi-screen yet. First thing which will be sorted.
  • Review the mesh system to improve performance.
  • Texturing options for some shapes (soft bodies and stuff like hulls).
  • Missing some shape types.
  • Add body 2 body contraints
  • Vehicles
  • Clustered soft bodies
  • Fix any bug that comes around.

In the mean time, have fun.

Latest fixes/update:

lasal 12/01/2011 - 21:30

it looks great!

kalle 12/01/2011 - 21:46

wow, hard without any help...

vux 12/01/2011 - 21:53

@kalle: there's 1 help file, read it :)

bo27 12/01/2011 - 21:56

@vux. cool, but feel myself a bit like this guys

Bitminster 12/01/2011 - 22:18

What's in the box?

vux 12/01/2011 - 22:24

Will only tell to the winner :)

kalle 12/01/2011 - 23:22


have to start a thread about the bugs, 'cause i can't0 attach files here...

crash 13/01/2011 - 10:36

ahhaha nice contest man! great idea!

West 13/01/2011 - 13:37

OMG Dude, you are evil with this one!! Will try my best and figure it out.

Going to download Se7en again to get jn the mood...

vux 14/01/2011 - 01:36

New release with the following:

  • Custom string output in rigid body details fixed (was not outputting).
  • SpreadMax calculation in rigid convex hull was wrong.
  • Rigid Shapes now have custom string.
  • New node: GetRigidShapeDetails.
  • Collision Objects can now have a second arbitrary object as custom pin (must implement ICloneable).
  • CreateRigidBody/UpdateRigidBody now features Allow Sleep/Is Active option
  • CreateBody also features Static/Kinematic flag.
  • CreateRigidBody (Persist version) was not cleaning list on world reset.
  • GetContactDetails is temporarily removed as there's a potential crash using it, will be added back soon.
Bitminster 14/01/2011 - 01:56


vux 14/01/2011 - 03:37

Removed 0.5.0, replaced by 0.5.1
Contact details back again, bulletsharp was disposing bodies without my consent :)

vux 16/01/2011 - 02:51

0.5.3 Update:

  • New GetContactPoints Node
  • Rigid shape sizes default values and scaling now reflects vvvv standard meshes.
  • More object disposal.
  • First constraint implemented (Point2Point) + DestroyContraint.
vux 18/01/2011 - 22:08

0.5.6 Update:

  • ApplyForce/Torque/Impulse now have autoactivate option (default true), so you can wake up sleeping bodies.
  • Raycast now outputs Full body type, and output is now done by query index.
  • UpdateBody now have Position/Set Position (for kinematic use)
  • Heightfield is now scaled and centered correctly.
fibo 19/01/2011 - 21:19

vux, a minimal hint: you should drag the links to reverse the order

Bullet-0.4.2.zip - 12.01.1120:12 UTC by vux | 67 downloads
Bullet-0.5.1.zip - 14.01.1102:36 UTC by vux | 30 downloads
Bullet-0.5.3.zip - 16.01.1101:46 UTC by vux | 26 downloads
Bullet-0.5.6.zip - 18.01.1121:06 UTC by vux | 10 downloads

so the latest is up and appear in the "download latest revision" link. That's why the trend is going down, 67 30 26 10 downloads for a such GREAT contribution ?!?

vux 20/01/2011 - 12:23

Ah yeah good point, done now :)

Lightmare 20/01/2011 - 19:16

Heightfield is perfect now! Nice.

mrboni 28/03/2011 - 18:43

What happened to the 31st January help files?


screamer 28/03/2011 - 19:39

interesting question :D

ft 17/04/2011 - 11:50

Hello, Mr Vux,

I wanted to let you know about something I experienced while experimenting with the Bullet Physics nodes a week ago.

I created an inert box to act as the ground surface. It was kind of pizza-box shaped, meaning it was rather flat. If I drop another object from a fairly high position, I would expect it to bounce back up, when it hits the box, but it would fall through it.

Now it seems to me that for collision detection, you use the current position of an object, to see if it intersects with another object. The problem is - because the calculations are inherently discrete - that if an object has a high velocity, the next calculated position might be at the other side of the object. So I think one should check if the line between previous position and current position intersects with another object. If it does, the 2 objects collide.

Anyway, that's what I suspect to be the reason of this unexpected behaviour.


Joanie_AntiVJ 30/06/2011 - 10:39

Ends on 31th of January, then will release help patches.

rhaaa, didn't realize it would be 2012 ! :)
Can't wait to see some help patches, I'm struggling to make anything move at all, I might be missing something obvious/basic/logical.

Can anyone help ?

Lightmare 30/06/2011 - 13:49

Hi Joanie

have a look at the attached patch, it's not well documented but makes use of quite a few of the nodes, there's still some nodes I just haven't tried yet but hopefully this helps.

...I've failed at finding the attach file button so here's a dropbox link:


There's also this, which is pretty basic:


All the best,


crustea 01/07/2011 - 18:29

Hey thanks a lot Lightmare, this is super useful !
Congrats to vux, just played around with this for an hour, this is plain awesomeness !!

sebl 08/11/2011 - 15:07

is there any helppatch around?

m4d 08/11/2011 - 16:03

can't bless vux enough for updating this!

microdee 08/11/2011 - 20:57

aah the 0.5.7 update was a real life-saver!

vux 10/11/2011 - 22:35

and as good news, I heard flateric working on some girlpower samples :)

antokhio 10/11/2011 - 22:47

very good. i have only hard patches, but i want to try some force fields stuff
but needs help patch attracting point still in work tho...

gaz 07/08/2012 - 12:15

Bug when object is destroyed, whole scene is frozen for a frame.

Very stable otherwise.

circuitb 07/08/2012 - 13:18

same here!
have to disable the main renderer for one frame when destroying an object

anonymous user login


~20h ago

stulloyd: @dominikKoller my little brother works for them.

~6d ago

vasilis: @readme I already did this...but when I reopen my patch and make some changes I press save all..and then the same again. It opens 2

~6d ago

readme: vasilis, Alt+R in your vvvv instance, delete it from vvvv root, save. Otherwise vvvv loads up the patch by default.

~6d ago

vasilis: And even if I go in the root patch and delete them. when i save my patch again it duplicates.

~6d ago

vasilis: Anyone know why when I save my patch and close vvvv, when I try again to reopen it, it opens two patches (two the same)?

~6d ago

david: updated the berlin meetup log. Please correct names or missing stuff. berlin meetups 2018

~7d ago

david: join us today for our Berlin vvvv meetup 2-berlin-vvvv-meetup