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bulletphysics
bullet3
C++2016–2024
bulletphysics / bullet3

bullet3

Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.

7Distinct people
7Mentions
0Explicit recommenders
14.9KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year7 dated mentions

Observed mentions: 2016-01-09 15:20:15 UTC to 2024-04-17 17:06:33 UTC.

01232016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20162017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC101
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC101
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC303
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC101
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101

What Hacker News says

7 sources
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typically game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads. The codebases I've seen in many game physics engines seem to all roll their own minimal
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math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
In Blaze: A High Performance C++ Math Library
The naive integrator you're describing, just taking the differential equations and substituting dt by a small, non-zero time step, is known as the Euler integrator [1]. As you say, this scheme does not keep energy invariant. In fact, energy may grow unbounded if you use it. The simplest integrator that "preserves" energy is the Symplectic Euler [2] integrator, which reads: v <- v + F/m * dt x <- x + v * dt The key is that you use the updated velocity to update the position in the same time step. In this scheme, energy isn't exactly preserved, it varies a little bit from one time step to the next. However, you can guarantee that the energy fluctuations will remain bounded, if your time step is below a (fairly large) critical value. Reading the code of this blog post, the first version of the Step (at the beginning of the blogpost) uses t
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he Symplectic Euler scheme, and the second version (towards the end) uses the naive Euler scheme. Bullet, a popular physics engine, uses the Symplectic Euler method [3]. A popular, more sophisticated, scheme is the Runge-Kutta integrator, which comes with variants that preserve the energy and ones that don't. The MuJoCo simulator, used in robotics research, uses the Runge-Kutta method [4] [1] https://en.wikipedia.org/wiki/Euler_method [2] https://en.wikipedia.org/wiki/Semi-implicit_Euler_method [3] https://github.com/bulletphysics/bullet3/issues/2513 [4] http://www.mujoco.org/book/computation.html
In Designing a Physics Engine

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