[ODE] stack requirements
David McClurg
dmcclurg at pandemicstudios.com.au
Mon Jul 22 18:21:02 2002
In the debugger I find that with 40 bodies, dWorldStep() is taking 256K of memory (which I've switched to using dStack) to get down to dInternalStepIsland_x2(). That means about 6k per body.
All my ode bodies are spheres! I'm trying to create a ball simulation where the balls can lie around, roll, and bump into each other. I expected dSpaceCollide() to be the memory hog and not dWorldStep(). Is there anything I can do to reduce the memory requirements of dWorldStep()?
-----Original Message-----
From: David McClurg [mailto:dpm@efn.org]On Behalf Of David McClurg
Sent: Tuesday, 23 July 2002 9:31 AM
To: ode@q12.org
Subject: RE: [ODE] stack requirements
ode/src/stack.cpp/h seems to be a *unused* replacement for alloca. is this something that never got finished or didn't work out? Here's the interface...
class dStack
{
void init(int max_size);
void pushFrame();
void popFrame();
char *alloc(int size)
};
Can I help with this? Do you prefer a ansi-C interface with function overrides like the other memory routines to make it public?
I need to have something like this to lower my stack requirements. Also-- "The alloca() function is machine dependent; its use is discouraged."