I have attempted to make it easy to convert between physics engines. However, because of the differences outlined above you should really take this as a starting point for you conversion. Most simple systems should convert over and run with no problems. More complex simulations though will almost certainly require work on your part to get them up and running. There is a new menu option under the File menu for Convert physics engine. This will open a conversion dialog that will let you choose among the other available engines. It will attempt to convert the simulation to run in the new engine and if there are issues that need to be fixed first it will give an error message letting you know what the problem is.
With version 2.1.0 AnimatLab has been upgraded to work with both the original Vortex physics engine from CM-Labs, and with the free, open-source Bullet physics engine. All new development in AnimatLab will be on the Bullet physics engine. Vortex will be maintained for an extended period, but eventually it will be going away entirely. I strongly urge you to use Bullet for any new projects, and to begin porting over any old projects that you would like to keep going forward. I tried my best to make it easy to port existing projects over to Bullet. Unfortunately, if it is a complex project it will probably require some work to try and get it running the same with Bullet. There are several differences between the Vortex and Bullet versions, and there are some issues that Bullet currently has that you will need to work around. Below is a list of the differences you should be aware of while porting your applications.
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