[ODE] performance problems when bodies lean on each other
hampus at sxp.se
Sun Feb 19 23:27:39 MST 2006
Thanks for your reply.
What I have is two groups of bodies with about 20 bodies in each
connected with hinges that collide.
Setting collide and category bits helped alot. I was able to get the
no callbacks down to 50.
16 feb 2006 kl. 20.56 skrev Jon Watte (ODE):
> First, you should use the debugger to figure out why you get 180 calls
> to nearCallback 15 contacts between two bodies. Are those the only two
> bodies, or are there other bodies, too? Are you using trimeshes?
> Trimesh:trimesh collisions? (The latter is not well supported)
> Second, you could look into using the collide and category bits for
> geoms, if you're getting geoms tested against each other that
> be (say, two stationary trees collide against each other).
> Third, you could try turning on auto-disable, which will sleep bodies
> that haven't been moving for a little bit; this will make the
> solver run
> Last, what do you mean by "slow"? In release mode, have you actually
> timed the scene? What kind of performance are you getting? And does
> dWorldStepFast() help?
> / h+
> Hampus Soderstrom wrote:
>> I'm experiencing slowdown of my application when two or more bodies
>> rest on top of each other creating constant collisions?
>> Every frame i get about 180 calls to nearCallback and 15 of those
>> result in a contact point. I'm using HashSpace, dSpaceCollide and
>> Should this be slow or can I tweak my engine to handle bodies leaning
>> on each other better?
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>> ODE at q12.org
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