Bullet Physics extension for GameMaker
This is a community-developed project, released under CC0 1.0 Universal (Public Domain). It is no longer actively maintained by the original author. Feel free to fork, modify, or experiment.
GMBullet is an extension that exposes Bullet physics functions to GameMaker. Its goal is not to be a simplification layer, but instead it tries to match Bullet's API as closely as possible.
Bullet's C++ public API is converted into a C-like code and exposed to GML. This is how to find a GMBullet equivalent to a Bullet function:
In GMBullet, these are the class name appended with _create or _destroy. For
example:
// C++
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(
dispatcher, pairCache, constraintSolver, collisionConfiguration);
delete dynamicsWorld;becomes
// GML
var dynamicsWorld = btDiscreteDynamicsWorld_create(
dispatcher, pairCache, constraintSolver, collisionConfiguration);
btDiscreteDynamicsWorld_destroy(dynamicsWorld);If a Bullet class/struct has multiple constructors, in GMBullet these are available
as separate functions. For example these are the constructors of btQuaternion
available in GMBullet:
// GML
btQuaternion_create(x, y, z, w);
btQuaternion_createFromAxisAngle(axis, angle);
btQuaternion_createFromEuler(yaw, pitch, roll);If a Bullet class/struct is defined inside of a namespace or another class/struct,
the GMBullet name is just the class/struct name (prepended with bt, if missing),
without the namespace. For example, btCollisionWorld::ClosestRayResultCallback
becomes just btClosestRayResultCallback.
In GMBullet, these are the class name appended with underscore, followed by the method name. The first argument of a method is always a pointer to the class instance. For example:
// C++
btVector3 gravity(0.0, 0.0, -9.8);
dynamicsWorld->setGravity(gravity);becomes
// GML
var gravity = btVector3_create(0, 0, -9.8);
btDiscreteDynamicsWorld_setGravity(dynamicsWorld, gravity);
btVector3_destroy(gravity);Instead of allocating a new class/struct and returning those directly, GMBullet uses output parameters, appended to the end of the original function. For example:
// C++
btVector3 gravity = dynamicsWorld->getGravity();
// Use gravity...becomes
// GML
var outGravity = btVector3_create();
btDiscreteDynamicsWorld_getGravity(dynamicsWorld, outGravity);
// Use outGravity...
btVector3_destroy(outGravity);Public properties of classes/structs in Bullet are exposed via getters and setters
in GMBullet. For example for m_hitPointWorld of btClosestRayResultCallback,
there's a getter btClosestRayResultCallback_getHitPointWorld.
Operator overloads are currently not exposed in GMBullet! (But when they're
added, they are most likely going t be _add, _sub, _mul and _div,
appended to the class/struct name.)
- Collision world
- Collision shapes
- Box
- Sphere
- Capsule
- Cone
- Convex hull (π TODO)
- Cylinder
- Compound
- Plane (π TODO)
- Triangle mesh
- For dynamic colliders (π TODO)
- For static colliders
- Heightfield terrain
- Collision objects
- Discrete dynamics world
- Rigid body
- Constraints
- ConeTwist
- Fixed
- Gear
- Generic6Dof
- Generic6DofSpring2
- Generic6DofSpring
- Hinge2
- Hinge
- Point2Point
- Slider
- Typed
- Universal
- Actions
- Raycast vehicle
- Ray test
- Sweep test
- Contact tests
- Debug draw
- In-memory (copy to vertex buffer, submit from GM; slow)
- OpenGL 2 (π TODO)
- D3D11 (π TODO)
- Soft body (π§ WIP)
- Multithreading (π TODO)
All documentation was generated from source using ChatGPT 3.5! Please use Bullet's official resources for learning.
Requires CMake version 3.23 or newer!
# Clone the repo, including submodules
git clone https://github.com/blueburncz/GMBullet.git --recurse-submodules
# Build Bullet
cd GMBullet/bullet3
mkdir build
cd build
cmake .. -DUSE_DOUBLE_PRECISION=ON
cmake --build . --config=Release
# Build GMBullet
cd ../../
mkdir build
cd build
cmake ..
cmake --build . --config=ReleaseBased on Bullet Physics extension for GameMaker: Studio 1.4 by Okapi, available from https://drive.google.com/file/d/1AAn1PfZ8EDkCkJXNkaKyOkp5eJdx2bcM/view under "Finish it, learn from it, do whatever the hell you want" license. Further modifications to the library are available under the CC0 license. See LICENSE for the full license text.
- Bullet 3
- Original project by Okapi