[ODE] AutoDisable issue?
Nguyen Binh
ngbinh at glassegg.com
Mon May 24 19:49:43 MST 2004
Hi Mohsin,
MH> Ok. I was wrong. It improves performance a little but still kills 100 fps.
MH> (It was basically 100 + 5-10 fps lost) and the reason being before stack
MH> collapse each Quickstep call generates only 373 collision callback (for
MH> disabled bodies) while after stack collapse Quickstep generates 1273
MH> collision callbacks (again for disabled bodies). I believe there should be
MH> some early culling instead of calling this many collision callbacks. How
MH> does Novodex handle this? Apparently they achieve the same FPS after stack
MH> collapse as before stack collapse.
How could you make sure about this? Did you have their SDK or just
look at their sample? IMHO, no physic SDK could maintain the same
FPS after a huge stack of boxes collapsed.
--
Best regards,
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Nguyen Binh
Software Engineer
Glass Egg Digital Media
E.Town Building
7th Floor, 364 CongHoa Street
Tan Binh District,
HoChiMinh City,
VietNam,
Phone : +84 8 8109018
Fax : +84 8 8109013
www.glassegg.com
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