Search found 3 matches
- Fri Jan 19, 2018 4:24 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1282838
Re: CPU multithreading is working!
I've run into a problem when using constraints with kinematic bodies (simulated bodies work fine). btSimulationIslandManagerMt calls buildAndProcessIslands(), which calls addConstraintsToIslands(), which calls btGetConstraintIslandId(), which returns -1. The next line, "Island* island = getIsla...
- Wed Jan 10, 2018 12:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: CPU multithreading is working!
- Replies: 145
- Views: 1282838
Re: CPU multithreading is working!
Thank you for all your work on this.
I'm seeing between 2-4x performance increase with thousands of simulated bodies. Running an i7-7700.
I'm seeing between 2-4x performance increase with thousands of simulated bodies. Running an i7-7700.
- Mon Mar 20, 2017 3:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Questions about implementing contact and overlap callbacks
- Replies: 0
- Views: 4008
Questions about implementing contact and overlap callbacks
I need three callbacks. A callback when objects initially contact, regardless of whether they overlap, and begin/end overlap callbacks. Ghost objects won't work because they are only for broadphase collision. Also, they seem really inefficient when used with rigid bodies. There are more collisions t...