[ODE] trimesh performance
Ian McMeans
imcmeans at telus.net
Sun Mar 6 00:30:38 MST 2005
I'm having some troubles with trimesh performance. I have a network game
where players control trimesh objects, and the performance is pretty
terrible when trimeshes have resting contacts (ODE takes 100ms to do the
physics every frame). When I use a box placeholder, it runs quite fast,
even with resting contacts (the ODE simulation takes about 0.6
milliseconds of each frame).
Now, I'm not totally sure what's causing this terrible performance. In
my test situation, all that happens is a trimesh falls onto a box and
rests there, it's not even trimesh-trimesh collision. However, when I
make the trimesh fly (so it's no longer in resting contact), then ODE
takes barely any time at all. So it seems that this has got something to
do with trimesh collisions. I'm pretty sure the problem isn't related to
networking, because the networking code almost never teleports objects,
and even when I make the game 100% locally simulated, it doesn't improve
performance.
Does anyone have any idea what would be causing such poor performance?
It doesn't seem to be fixed by changing the number of max contacts in
the collision callback. The trimesh is very small, only ~60 tris. Its
size in-game is about 0.1 units. In other games, I've used trimesh
terrain and it worked wonderfully, and the terrain had thousands of
triangles.
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