I was wondering if the devs were going to do anything with RBD in Blender. I know in the past they used the Logic editor in combination with the world panel (which made very little sense, imo) to control Bullet.
My hope is that Bullet gets implemented correctly this time. Just like the other physics stuff it should have its own modifier and panel so that we can find the options without having to hunt for them. I know Bullet uses the game engine to do its thing, which is no problem, imo, but it would be nice to add a couple of features specifically for those using Bullet for simulation, like maybe allowing for the camera to move freely when previewing, instead of being static unless specified in the logic editor. Allow for more control, allow for al Bullet features to be exposed, scriptability where possible, and perhaps a couple of presets for things that Bullet does, like soft body as well.
If anyone has used Reactor for Max you’ll see what I’m getting at. Bullet is a perfectly fine library that is actively developed, its made with game development in mind but can be used for more demanding simulation. I think we should leverage that capability and the already present functionality and make it easy for users to use if they are not using Blender for the BGE. Al we need is a proper UI for users. Hell, I think it coudl probably even be done with a python script or two, but I’m not really a programmer so that may not be the case.