[ODE] Low performance with multiple meshes... why?

Megan Fox shalinor at gmail.com
Thu Jul 20 13:23:50 MST 2006

What collision space type are you using?  Simple type would definately
have that sort of result.

On 7/20/06, STenyaK (Bruno Gonzalez) <stenyak at gmx.net> wrote:
> Hi, i'm coding a car simulator.
> I used to use a single static mesh for the track, and collide the car (4
> spheres + 2 boxes, and about 20 joints) and trackside objects (5 cubes or
> so) against it. Framerates were always "good" (about 60fps or so average).
> However, i'm now allowing to specify the track as several static meshes
> (not just one, but usually 30 or so, keeping the overall track
> shape/triangles pretty much the same afaik). As a result, it's all running
> much slower.
> Due to SDL's low precission time measures, i can't tell if it's the
> integrator, the collision detector, or my own code.
> Is ODE expected to behave so bad in those conditions? I'm already
> bypassing collisions between objects contained by the same container (that
> meant *reaaaally* low framerates, not just low framerates like now), so i
> think it's something else. Does ODE optimize meshes in such a way that
> it's always so much better to merge all meshes into one?
> Thanks in advance! :D
> (you can watch some vids of the sim at http://motorsport-sim.org :)
> --
> Saludos,
>      STenyaK
> _______________________________________________
> Site:   http://1ksurvivor.homeip.net  <1kSurvivor>
>          http://motorsport-sim.org     <Motorsport>
>          http://kwh.iespana.es         <KuantikalWareHouse>
>          http://emuletutorial.info     <EmuleTutorial>
> ICQ:    153709484
> Mail:   stenyak AT gmail DOT net
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode

-Megan Fox
Idyllon, LLC

More information about the ODE mailing list