[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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