[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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