[ODE] Slow performence in a given scene - optimizable, or "just how it is"?
Jon Watte (ODE)
hplus-ode at mindcontrol.org
Sat Nov 5 19:32:47 MST 2005
The solver doesn't really matter; it only cares about joints, not geoms.
I would assume that you're better off with a static trimesh if it
replaces at least three other static geoms, assuming the other trimesh
gotchas won't kill you (contact count, paper-thin skin, etc).
Cheers,
/ h+
Szabo Gabor wrote:
> Hi,
>
> It's interesting: "condensing it into a static trimesh". A question,
> that maybe already exists: when is it better to use trimesh geoms
> instead of composite geometry (or vica versa)? Is it enough to compare
> the summary of the polygon number in the resulting object? I don't think
> so, and the answer could be is very useful. I think it depends on the
> solver (world, fast, quick), the geom types in the object, but are there
> any formula to calculate with to setup the more effective physic
> geometry structure (trimesh vs geoms)? Or do I have to test each case?
>
> Thank you,
>
> Uchimata
>
> Geoff Carlton írta:
>
>> Just on the face of it, 246 callbacks for 9 bodies seems alot. Either
>> its picking up static-static collisions, or else you've got almost 30
>> geom primitives knocking around each active body. If its the latter
>> case, I'd think about condensing it into a static trimesh, or
>> exploiting game knowledge to get a better partioning scheme than one
>> of the standard ones.
>>
>> Geoff
>
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