Pullet Physics DirectX 11

// BULLET PHYSICS LIBRARY

// function to get OpenGL matrix (yeah, not there yet)
float m[16];
// basically stores the physics body's transform as matrix
physicsBody->getWorldTransform().getOpenGLMatrix(m);

// convert to direct-x matrix (column major)
XMFLOAT4X4 matrix;
matrix._11 = m[0];    matrix._12 = m[4];    matrix._13 = m[8];    matrix._14 = m[12];
matrix._21 = m[1];    matrix._22 = m[5];    matrix._23 = m[9];    matrix._24 = m[13];
matrix._31 = m[2];    matrix._32 = m[6];    matrix._33 = m[10];    matrix._34 = m[14];
matrix._41 = m[3];    matrix._42 = m[7];    matrix._43 = m[11];    matrix._44 = m[15];

// now update this matrix is the mesh's model matrix and will move with physics simulation
Solstice