[ODE] Slow performence in a given scene - optimizable, or "just how it is"?
Jon Watte (ODE)
hplus-ode at mindcontrol.org
Fri Nov 11 16:08:31 MST 2005
> The performance was *awful* ( I am doing this on an anemic 1.3 Ghz
> powerbook, but still bad even by my standards ). Profiling showed it to
> be way too many nearcallbacks, mostly between the individual parts of
> the trees.
Why did they even collide with each other? I would think the trees would
be part of a "doesn't intercollide" space, and your dynamic actors are
part of a "active actors" space, which collides with the static space,
and with the actors within the space.
Another option is to use the collider bits, but then you still have the
internal tests before testing the bits -- two spaces is much superior.
Cheers,
/ h+
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