[ODE] Slow performence in a given scene - optimizable, or "just how it is"?

Shamyl Zakariya shamyl at zakariya.net
Mon Nov 14 05:57:40 MST 2005


Please, disregard the previous message -- I read the docs more  
thoroughly and worked out how to manage multiple spaces properly.


shamyl zakariya
     "the electrodes of progress on the nipples of ignorance"
         -- Dr. Rick Solomon

On Nov 13, 2005, at 5:10 PM, Shamyl Zakariya wrote:

> I am using the collide/category bits, but when I profile I still  
> see something like 20% of CPU time devoted to collision testing. I  
> think I should investigate using multiple spaces! See, this is the  
> first time I've used ODE for a situation like this -- I've never  
> had a rich environment to deal with before.
>
> Can you point me to some sample code or tutorial showing me how to  
> effectively manage multiple spaces? I've never done it before, and  
> the standard docs don't cover the topic very thoroughly.
>
> Thanks,
>
>
> shamyl zakariya
>     "all humans are vermin, in the eyes of morbo"
>         -- morbo
>
> On Nov 11, 2005, at 6:08 PM, Jon Watte (ODE) wrote:
>
>>
>>> 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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>




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