[ODE] ODE's speed
Thomas Grimes
striiideerr at hotmail.com
Fri Aug 15 17:39:02 2003
They can be found on the front page in the news part at
http://www.planetdoom.com Here is the direct link:
http://www.homelanfed.com/index.php?id=16400
>From: "gl" <gl@ntlworld.com>
>To: "Thomas Grimes" <striiideerr@hotmail.com>
>Subject: Re: [ODE] ODE's speed
>Date: Sat, 16 Aug 2003 00:53:10 +0100
>
>
>Hi, do you have a link to those notes?
>--
>gl
>
>----- Original Message -----
>From: "Thomas Grimes" <striiideerr@hotmail.com>
>To: <ode@q12.org>
>Sent: Friday, August 15, 2003 11:45 PM
>Subject: [ODE] ODE's speed
>
>
> > I was just wondering why, like for example, when you stack so many boxes
>(10
> > for me) that any more after that the simulation will slow WAY down and
>every
> > other box you stack it just goes slower. Also like in the crash example,
> > there are a good number of boxes stacked for you to ram into with the
>car.
> > That demo really goes slow from so many boxes stacked. And when you
>crash
> > into the boxes, for a few seconds it's just extremely slow. Now I know
>my
> > CPU isn't the fastest out there (600MHz) but it seems like something
>simple
> > like this shouldn't go so slow. I just read some of the notes from the
> > keynotes from id software at QuakeCon 2003 today and they mention their
> > physics engine can stack at least 100 boxes for example and have the
>player
> > shoot some of them off making all of the other boxes fall down
>realistically
> > and with out bringing the engine down to a slideshow speed. And this is
>with
> > all the other game stuff and graphics stuff going on at the same time!
>They
> > mention that no other phsyics engine can do this without going at snail
> > speed. That seems pretty cool. Anyway, I'd just like to know what is
>going
> > on that makes the physics engine (ODE) go so slow when there are a
>number
>of
> > boxes, or anything really, stacked. I'd like to optimize ODE using SSE
>and
> > stuff but I just don't know when I can get around to it. :)
> >
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