There is the Physics Forum for Feedback and bteral Collision Detection and Physics discussions. Please visit http://www.continuousphysics.com/Bullet/phpBB2/index.phpLibrary from our website: http://www.continuousphysics.com/Bullet/
Under other platforms, like Linux or Mac OS-X, Bullet can be build using either using cmake, http://www.cmake.org, or jam, http://www.perforce.com/jam/jam.html . cmake can autogenerate Xcode, KDevelop, MSVC and other build systems. just run cmake . in the root of Bullet. Jam is a build system that can build the library, demos and also autogenerate the MSVC Project Files. So if you are not using MSVC, you can run configure and jam . If you don't have jam installed, you can make jam from the included jam-2.5 sources, or download jam from ftp://ftp.perforce.com/pub/jam/Library or Low Level / Snippets like the GJK Closest Point calculation. The Dependencies can be seen in this documentation under DirectoriesbtDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform. PLEASE NOTE THE CcdPhysicsEnvironment and CcdPhysicsController is obsolete and will be removed. It has been replaced by classes derived frmo btDynamicsWorld and btRididBody btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo. Also in Extras/test_BulletOde.cpp there is a sample Collision Detection integration with Open Dynamics Engine, ODE, http://www.ode.org btGjkPairDetector.