Nothing good in life is for free

Just to be fair:

Not until you code them on top of Bullet raycasts. PhysX has complete Vehicle SDK.

Which is inferior (in both performance and stability) to specialised APEX Clothing solver. Plus no DCC tools. Say goodbye to character clothing - most commonly used cloth in games.

Nothing that can be compared to APEX Destruction. No editor, no LOD system, no rendering optimizations. In Bullet, you’ll need to write your own system from scratch.

An old position based algorithm, like in PhysX 2.8. FLEX is much more promising.

But does it have the amount of platform specific optimizations like PhysX ? I doubt it, simple because it has much smaller development team behind it.

Too bad such ideal engine is used in actual games so rarely (name me at least 20 of them)… maybe something not right here ?

And, yet again - Bullet is slow (some benchmarks below)
http://www.garagegames.com/community/forums/viewthread/136369
http://www.codercorner.com/blog/?p=761

a) Bullet 3 will have, because it is not released yet
b) What it will really have - a tons of bugs. A complete new engine, written by a few people, not tested in any games yet. Not a smart choise for integration.

Great… so instead of one good integration, let’s have two bad ones. Because we have nothing else to do =)

And will Bullet have a level of developer support NVIDIA is offering here ?


As for softbodies, why I see here only hyped stuff like BeamNG ?)

There are more promising and universal engines out there, like Numerion Carbon. Just look at those demos !
http://www.numerion-software.com/carbon-demos
Too bad thing is already half-dead.

And have everyone already forgotten about Digital Molecular Matter ?

There was so many hopes when it was announced)) Now the real-time engine development is suspended, only VFX version is updated.