Search found 7 matches

by Salocin808
Sat Jun 17, 2017 4:10 pm
Forum: General Bullet Physics Support and Feedback
Topic: check collision masks when colliding
Replies: 4
Views: 4785

Re: check collision masks when colliding

S1L3nCe wrote:Hi,

What do you mean by "too early" ?
The problem can be seen in the picture. This is already a collision and I don't know why.. The collision is happening with the cactus. Cubes are working fine -> collision with spaceship only detected when actually collided.
Any ideas?

Cheers
by Salocin808
Sat Jun 17, 2017 11:55 am
Forum: General Bullet Physics Support and Feedback
Topic: many rigidBodies performance issues
Replies: 5
Views: 5208

Re: many rigidBodies performance issues

drleviathan wrote:(c) maybe the rendering is slowing down your frame-rate.
Omg... that was actually it. I was using a debugdrawer for the physics world which was slowing down the frame-rate. Damn.. that took me ages to figure it out.

Thanks again.

Cheers
by Salocin808
Sat Jun 17, 2017 11:43 am
Forum: General Bullet Physics Support and Feedback
Topic: many rigidBodies performance issues
Replies: 5
Views: 5208

Re: many rigidBodies performance issues

The cost of adding a new object to the world scales approximately by Order(N), but it was my understanding that it wasn't really a problem until you started to get up to around 10k objects. Hi! No the problems occur way earlier. It takes me around 10 seconds to get from 170 fps to 40 fps while runn...
by Salocin808
Fri Jun 16, 2017 9:11 am
Forum: General Bullet Physics Support and Feedback
Topic: check collision masks when colliding
Replies: 4
Views: 4785

Re: check collision masks when colliding

Ok, never mind... it already works. I am quite new to this. If I change the shipCollidesWith variable, no collisions are detected.

But still there is still the problem that the collision is detected way too early and I have no idea why..
by Salocin808
Fri Jun 16, 2017 8:53 am
Forum: General Bullet Physics Support and Feedback
Topic: check collision masks when colliding
Replies: 4
Views: 4785

check collision masks when colliding

Hi! I have a spaceship an cubes. I am adding those to the dynamicsWorld like so: #define BIT(x) (1<<(x)) enum collisiontypes { COL_NOTHING = 0, //<Collide with nothing COL_GROUND = BIT(0), //<Collide with ground COL_WALL = BIT(1), //<Collide with walls COL_CUBE = BIT(2), //<Collide with powerups COL...
by Salocin808
Thu Jun 15, 2017 11:43 am
Forum: General Bullet Physics Support and Feedback
Topic: many rigidBodies performance issues
Replies: 5
Views: 5208

Re: many rigidBodies performance issues

if the cubes are same and use same shape, you can use same shape for all cubes...without create new shape for new cube... a possible pseudo code btCompoundShape *G_BTPhysics::GetBModelShape (int index) { for (uint32 i = 0; i < bmodels.Count(); i++) // check if already exist if (bmodels[i].Index == ...
by Salocin808
Thu Jun 15, 2017 9:46 am
Forum: General Bullet Physics Support and Feedback
Topic: many rigidBodies performance issues
Replies: 5
Views: 5208

many rigidBodies performance issues

Hi! First of all: I am new to this. But it would be amazing if guys could help me out. I am creating a lot of cubes (>7000). Each frame an update method is called where a cube is created and a rigidBody is added to the cube. After around 200 cubes the bodies, rigidbodies stop being created. Also FPS...