Preliminary support for the bullet physics engine has been added. To enable it (assume that 'STK' is the supertuxkart root directory): 1) Uncompress a recent version of bullet (tested with 2.63) in STK/src/bullet 2.63 is the latest version, earlier versions will not work due to changes in the bullet API. NOTE: The location of bullet was changed, before it was in STK/bullet, now it's in STK/src/bullet. 2) Compile bullet (follow the instructions in STK/src/bullet/INSTALL) 3) Run STK configure with: ./configure --enable-bullet 4) make For now mainly the race track works as expected, all tracks can be played (though the performance in some tracks is somewhat bad at the moment). Most important bugs: - not all collectable work (zippers don't work, homing missiles don't go to the target, sparks won't fly as expected either), but collision with karts work. - no proper friction handling, so no skidding (though skidding potentially works - if the friction is set correctly). - physics parameters have been improved, but might need additional tuning - rescuing an upside-down kart will return the kart to the middle of the track (waypoints) - the kart should be returned to where it ended, just with a proper orientation. - if a kart is upside down, it will actually hang under the track. - tuxtrack is using real rigid bodies for the roadcone and roadblock, so they are pushed around when hit by a kart. Currently, the start orientation is not used, so the heading of the objects is currently wrong. Furthermore, the cones currently don't stop rolling around.