[ODE] Low performance with multiple meshes... why?
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 :)
> 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
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