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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2013-03-03T14:22:56+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/8868</id>

		<entry>
		<author><name><![CDATA[pico]]></name></author>
		<updated>2013-03-03T14:22:56+00:00</updated>

		<published>2013-03-03T14:22:56+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30163#p30163</id>
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		<title type="html"><![CDATA[Re: Looking for performance guidelines for my use case]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30163#p30163"><![CDATA[
Hi,<br><br>one important factor is that Bullets CPU usage grows linearly with the number of collision bodies, even if they are asleep or static.<br>On low-end handheld gaming machines you can so easily spend a few milliseconds when you just have a few hundred static objects without any collision response at all.<br>On PC you can have thousands of sleeping/static objects without much problems.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2013">pico</a> — Sun Mar 03, 2013 2:22 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[toolforger]]></name></author>
		<updated>2013-02-17T21:48:14+00:00</updated>

		<published>2013-02-17T21:48:14+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30019#p30019</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30019#p30019"/>
		<title type="html"><![CDATA[Looking for performance guidelines for my use case]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30019#p30019"><![CDATA[
Hi all,<br><br>after having read up on AABB trees and all the nice things that Bullet does, I'm wondering whether what I have in mind is insane or just what Bullet was built for.<br><br>The use case is a space simulation (for a game, so realism can be traded off). Stars being orbited by planets being orbited by moons being orbited by spacecraft.<br>Very few collisions. Say, one collision pair in every 1000 objects.<br>Everything is in motion at all times.<br>Very little actual physics - no gravity (that's handled by fiat), no friction, no joints, just impulse transfers between rigid bodies if something is actually colliding.<br><br>My question then is:<br>To what kind of object count can I expect to have Bullet work well with such a scenario? Should I plan for up to 1,000 objects, 10,000 objects, 100,000 objects, or 1,000,000 objects per physics space?<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=9279">toolforger</a> — Sun Feb 17, 2013 9:48 pm</p><hr />
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