・Fracture and glueing demo that can break or glue child shapes of a btCompoundShape when certain impulse thresholds are exceeded.
・Breakable constraints, based on an applied impulse threshold.
・Improved binary .bullet file format with soft body serialization and
・Polyhedral contact clipping and optional separating axis test (SAT) as alternative to GJK/EPA and incremental contact manifold, for btPolyhedralConvexShape derived shapes such as btConvexHullShape. Thanks to Pierre Terdiman (NVIDIA/PhysX) for his SAT posting in his blog (we will add his internal shape optimization soon) and Ole from Maxon for the new convex hull computation.
・OpenCL and DirectCompute cloth simulation improvements: GPU kernels for capsule collision detection and OpenCL-OpenGL interop
See Demos/OpenCLClothDemo and Demos/DX11ClothDemo
・Speculative/predictive contact constraints as a method to perform continuous collision response, also discussed in this gamedev.net forum topic.