During the Kickstarter campaign I'm doing "history of the project" posts including me choosing Bullet physics (gave a link to the main site as well) as the physics engine. I plan on doing a video - why physics (not just collisions) are essential in a space sim, in a few days, of course you guys are all converts to the joy of physics, but I'll do an update then as well

Here is our new trailer:
http://www.youtube.com/watch?v=Xb5izYgWsVA
If you are interested or know someone who might be interested in the two campaigns you can check them out here:
Kickstarter: http://www.kickstarter.com/projects/171 ... -destroyer
Greenlight: http://steamcommunity.com/sharedfiles/f ... =146068036
Here's some updated screen shots:
Thanks for such a great engine!
Paul
------------------
Hey guys, my project now features better integration with Bullet. Prior to a week ago, I wasn't feeding Bullet linear and angular velocities, instead I controlled ships via Ogre::SceneNode->yaw pitch and roll. And movement was handled by Ogre::SceneNode->translate(Vector3); Now I apply torques and impulses. The result is a much better experience, collisions are much more realistic, there is a loss or gain of momentum (based on mass of colliding objects ofcourse) and objects can rotate as a result of collisions. The ship controls also feel more realistic and smoother since ships don't stop instantly when the command to turn stops.
So I hope that my project now better represents the awesome capabilities of the Bullet physics engine.
------------Original post below ---------------------
I'm using Bullet physics for collision detection and dynamics in my project using Bullet physics. It is a space sim with real time strategy elements. You can play using your joystick or mouse. You can download it on my site http://www.arrmaytey.com. This is a prototype release so I hope that there will be many others with more features, better graphics, and of course improved physics.
The rendering engine is Ogre (you can see other details of the project and other open source tech used on my site if you are interested). For physics I'm using Bullet (with BtOgre). It was a struggle getting other physics engines to even give me demos (tried Ogre Newt, ODE among others). With Bullet I was able to get the Visual Studio projects to run with ease and then with BtOgre the integration took place. At first I used collision only in my project and that was the real turning point of it becoming a game. Once collision detection was in, ships finally became real, could damage other ships and be destroyed. Later I went put in the dynamics responses of Bullet as well.
I'm using a bit of a hybrid system, where sometimes I force Ogre scene nodes to take their positions and orientations from Bullet, and sometimes the Bullet objects get their positions and orientatsions from Ogre.
I hope you download, enjoy and give me some feedback. Thanks