Pros : Bullet is very powerful, with state of the art physics paper implementations, and many choices possible (underlying engine choices.)
Colladas and Blender Compatible. Note that latest Blender uses Bullet and has a gui that lets us create physics. Work being done on bullet forums (search for echo plugins) that reads .blender file into Ogre...
Author is very active and very aware of game physics needs (work in game industry for a while.).
And you can win a PS3 or a Wii.
Cons: Lacks some joints compared to ODE, some sphere-vehicle demo, some clothes demo, isn't as fast as novodex/physX software implementations, but serveral optimizations is on the work. (SSE, GPU, algos...)
@Aladrin: do you have a VC2005 ? perhaps you need to install vcredist ?
@big_o: please rather give
premake a try. make a premake scripts (check OgreAL, Ode, or cegui premake scripts for samples.)
@plsm3: don't worry, still under active works, even prevents me from active ogreaddons forum maintaining, But Bullet give me some fresh air. Shortly after Eihort release, a PLSM3 Beta is planned...
@betajaen: Installer source is nearly the same as ogreode one, just check in ogreaddons cvs for *.nsis files. and install nsis.
Btw, thanks for betagui, it saves me from too much gui work. (cegui changes are annoying for just demos...). Betagui1 (the one without dependencies) should really becomes an ogreaddon (so that it can evolves receiving patches). We then could add some gui widgets (slider, tree and combobox mainly.). That would really help fast demoing, protoryping. As Cegui is really too much for just those tiny goals (dependencies, complexity, maintaining, updating each version all code and filesetc...).