[ODE] Increasing number of particales changes physics
Roland Kindermann
iyo at gmx.de
Sun Aug 13 12:42:27 MST 2006
I have no performance problems. Currently I use ODE only for collision
detection, not for simulating physics. I do not have one sphere for each
particle but only one sphere for all particles. When I move a particle,
I move the sphere to the particle's new position and perform a collision
detection. Thus collisions are only detected, when a particle moves into
an object, not when an object moves into a particle (which means in
worst case, that the collision is detected one frame too late).
I currently have up to 1000 particles simultaneously.
Cheers,
Roland Kindermann
Jacob Ole Juul Kolding wrote:
> Are you experiencing a similar problem with slowdown?
> And by slowdown I don't mean that the app will simply run slower, for me
> the slowdown seems to be exponential eventually leading to the app
> hanging and not responding.
>
> Another weird thing. Most of the time my particles (using spheres as
> geom) wont acquire torque when colliding with the floor.
> I have however seen torque being applied in some situations just before
> the app dies. which can happen when exceeding 350 particles but also
> when i increase the detail of the particle mesh (using cylinders right
> now) which as far as I see shouldn't affect ODE since I'm not using
> trimesh?
>
> /Jacob Kolding
>
> On 8/12/06, *Roland Kindermann* <iyo at gmx.de <mailto:iyo at gmx.de>> wrote:
>
> Hi,
> I work with particles too. I think it would be nice to have a Point
> Geometry (which only consists of one point) for particles. It would
> probably be faster than a small Sphere.
> Cheers,
> Roland Kindermann
>
> Jacob Ole Juul Kolding schrieb:
> > OK I have a fixed step time and that works fine.
> >
> > The next problem is when I enable collision (So that the particles
> > bounce against a floor). When the simulation has up to 350
> particles it
> > seem to run smoothly and stable, but above 350 it will eventually
> suffer
> > a slowdown death causing the app to be unresponsive.
> >
> > I switched to HashSpace and set the category/collide bits so that
> the
> > particles should not collide with each other but only the floor.
> >
> > Is this a bottleneck?
> >
> > /Jacob Kolding
> >
> >
> > On 8/11/06, *Jon Watte* < hplus at mindcontrol.org
> <mailto:hplus at mindcontrol.org>
> > <mailto:hplus at mindcontrol.org <mailto:hplus at mindcontrol.org>>> wrote:
> >
> > Correct. You need to use a fixed time step. Such as in
> > http://www.mindcontrol.org/~hplus/graphics/game_loop.html
> > <http://www.mindcontrol.org/%7Ehplus/graphics/game_loop.html>
> >
> > Jacob Ole Juul Kolding wrote:
> > > I'm implementing a particle system in ODE and have
> encountered the
> > > problem that when the number of particles increase the
> physics change
> > > in the the way the even though the same force is applied,
> the more
> > > particles are in the simulation the longer they will travel.
> > >
> > > My guess is that since i step the world each frame, when
> the frame
> > > rate drops the step time increase which changes the
> outcome of the
> > > simulation?
> > >
> > > Anyone have an idea how to help this problem?
> > >
> > > /Jacob Kolding
> > >
> >
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