[ODE] ODE is massively slow

David McClurg dmcclurg at pandemicstudios.com.au
Thu Jan 30 20:34:02 2003


In 0.035, you have much finer control using the geom's category and collide bits.

A hash space will certainly make things faster for a large world with lots of things to collide with.  Also, opcode puts all your triangles into some kind of tree which eliminates most checks.  In addition, I dynamically maintain my collision spaces so that only nearby geoms are in the space and I maintain my own 'hash' type data structure outside ode.

-----Original Message-----
From: Chris Brodie [mailto:Chris.Brodie@macquarie.com]
Sent: Friday, 31 January 2003 9:33 AM
To: ode@q12.org
Subject: RE: [ODE] ODE is massively slow


Sure! Doe this mean that my entire scene's base geometry should be in this generic geomgroup bucket? Once I have a few thousand objects will it make a difference to anything providing I use a large hash space like this:

dHashSpaceSetLevels (m_Space, 2, 16);

Thanks for the help

-----Original Message-----
From: David McClurg [mailto:dmcclurg@pandemicstudios.com.au]

put all your terrain geoms (the 16 boxes) in a geom "group" so they do not self-collide.