[ODE] collision detection optimalizations for humanoid
Jon Watte
hplus-ode at mindcontrol.org
Thu Jan 6 13:53:29 MST 2005
What does "slow" mean?
I've had a stack of 100 boxes, and a pile of 40 spheres, laying
around in a system that also has ~200 static triangle mesh objects
(and most of them do collide with the trimeshes). This system is
limited by the pixel shaders of the graphics part, not by ODE.
40 boxes shouldn't be a big deal. Are you running in release mode?
Have you profiled it with VTune to figure out where you're spending
your time? Are you using collision masks so that you don't have to
collide against things you don't need to?
Cheers,
/ h+
-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Piotr
Obrzut
Sent: Thursday, January 06, 2005 2:38 AM
To: ode at q12.org
Subject: [ODE] collision detection optimalizations for humanoid
Hi,
for some time i'm making some optimalization work on col. det.
system for mine humanoid model (on the "bottom" level it have about
40 boxes whichs collisions must be tested so it runs very slow, even
with only 2 models...). Mine questions are:
1)is there any general method solving fast collision detection
for humanoid (or similar) model?
2)could someone experienced show me the direction? (for now i was
making some test on making greater boxes "above" mentioned "bottom"
boxes, now only with precomputed boxes, but i'm considering boxes
with changeable size)
--
greetings,
Piotr Obrzut mailto:piotr_obrzut at o2.pl
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