We have to decide what physics engine to use. Developing our own is not even considered, we can't reinvent the wheel if we barely have the resources to build the chassis.
After carefully reviewing all the existing physic engines, it's been decided that
Bullet will be used. The results of said review can be found right below here:
Necessary points:
- Be cross-platform. At least Unix/Linux and Windows.
- Be open source.
- Be actively developed or maintained.
- Have good documentation or have a good community, so that we can get help easily.
- Be very accurate at high speeds (no explosions, no significant tunnelling).
- Support, at least, hinge/revolute (door axis), fixed (glue two objects) and prismatic (piston) constraint.
- Allow to use our own friction equations.
Additional points:
- Deformable bodies.
- Breakable bodies.
- Basic simulation of fluids (for aerodynamics).
- MacOS/PSX/XBox support.