[ODE] Fwd: [ opende-Patches-1583115 ] Heighfield performance patch

Jason Perkins starkos at gmail.com
Mon Oct 23 13:05:40 MST 2006


FYI...this sounds like a good one

Jason


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From: SourceForge.net <noreply at sourceforge.net>
Date: Oct 23, 2006 3:53 PM
Subject: [ opende-Patches-1583115 ] Heighfield performance patch
To: noreply at sourceforge.net


Patches item #1583115, was opened at 2006-10-23 21:53
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https://sourceforge.net/tracker/?func=detail&atid=382801&aid=1583115&group_id=24884

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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Tuan Kuranes (kuranes)
Assigned to: Nobody/Anonymous (nobody)
Summary: Heighfield performance patch

Initial Comment:
- using heighfield regularly spaced grid advantages,
add a 20% improvement in collision, by adding a
dCollideHeightfieldZone next to the
dCollideHeightfieldUnit. It lower cpu cycles
consumption reducing the mul and dsqrt call count and
it particularly helps the callback case, where getting
height of the terrain is costly
(dCollideHeightfieldZone divides per Three the number
of getHeight calls)

- disable terrain triangle border as geom ray at each
collision by default as I cannot reproduce the case
it's useful (one can still enable it using define).
That gives a 30% fps improvement.

Here I got before the patch : 150fps, after :300fps.
(small terrain, but very detailed (512x512), 10 boxes,
one car (4 spheres), car lenght being 1/10 of terrain
width.)

Aplying this patch make heighfield not being anymore
the bottleneck of a Heightfield Ode based application.

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