Hi,
Bullet in debug mode can slow down a lot (like 800% slower in some of my cases).
Try release mode to see if there is really a performance penalty.
Search found 229 matches
- Wed Dec 05, 2018 7:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance problems
- Replies: 2
- Views: 3907
- Tue Oct 24, 2017 2:04 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How can I detect collisions between soft and rigid bodies?
- Replies: 3
- Views: 5601
Re: How can I detect collisions between soft and rigid bodie
Hi, you can iterate over the softbody/rigidbody contacts like this (for instance from the Tick callback) auto &array=btSoftRigidDynamicsWorld->getSoftBodyArray(); for (int j=0,size=array.size();j<size;j++) { auto &b=array[j]; for(int i=0,ni=b->m_rcontacts.size();i<ni;++i) { const btSoftBody:...
- Tue Jul 09, 2013 6:56 am
- Forum: General Bullet Physics Support and Feedback
- Topic: setLocalScaling bug when scaling a shape
- Replies: 6
- Views: 8965
Re: setLocalScaling bug when scaling a shape
You might be right about the character controller, but this shouldn't happen, right?[/quote] When a Rigid Body is dynamically scaled it's no more a Rigid Body, so i wouldn't expect it to work. What should happen with the contacts anyway? Should they move with scaling? Should they introduce friction?...
- Sun Jul 07, 2013 7:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: setLocalScaling bug when scaling a shape
- Replies: 6
- Views: 8965
Re: setLocalScaling bug when scaling a shape
Hi, i guess scaling doesn't invalidate the manifold cache as dynamic scaling is is not a property of Rigid Body Simulation. In general, if you want to make a Mario64 like game you need to use a custom character controller (CC). Otherwise you run into a lot of problems you can't solve in Bullet Rigid...
- Sat Mar 09, 2013 5:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Performance optimisation for cubes - what to expect:mobile
- Replies: 1
- Views: 3592
Re: Performance optimisation for cubes - what to expect:mobi
Hi,
you can test using the box/box collision algorithm instead of the generic GJK one.
The examples have code how to do this.
you can test using the box/box collision algorithm instead of the generic GJK one.
The examples have code how to do this.
- Sun Mar 03, 2013 2:22 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Looking for performance guidelines for my use case
- Replies: 1
- Views: 6030
Re: Looking for performance guidelines for my use case
Hi, one important factor is that Bullets CPU usage grows linearly with the number of collision bodies, even if they are asleep or static. 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 a...
- Sat Aug 11, 2012 1:12 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bumpy Character Movement
- Replies: 5
- Views: 8077
Re: Bumpy Character Movement
Hi,
each triangle in a mesh is treated by bullet like a seperate entity which causes such problems.
You can use the 'btTriangleInfoMap' to generate connectivity information and remove internal triangle edges based on certain heuristics. There are a few threads about such problems here in the forum.
each triangle in a mesh is treated by bullet like a seperate entity which causes such problems.
You can use the 'btTriangleInfoMap' to generate connectivity information and remove internal triangle edges based on certain heuristics. There are a few threads about such problems here in the forum.
- Mon May 28, 2012 7:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Major contact stability improvement
- Replies: 57
- Views: 88347
Re: Major contact stability improvement
Hi Laurent, thanks for your work. I would suggest to post such issues/patches here: http://code.google.com/p/bullet/issues/list So you can make sure Erwin actually notices them and integrates them into the main branch when possible. (posted again in http://www.bulletphysics.org/Bullet/phpBB3/viewtop...
- Mon May 28, 2012 7:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Sphere Box collisions
- Replies: 4
- Views: 7918
Re: Sphere Box collisions
Hi Laurent,
thanks for your work.
I would suggest to post such issues/patches here:
http://code.google.com/p/bullet/issues/list
So you can make sure Erwin actually notices them and integrates them into the main branch when possible.
thanks for your work.
I would suggest to post such issues/patches here:
http://code.google.com/p/bullet/issues/list
So you can make sure Erwin actually notices them and integrates them into the main branch when possible.
- Sun Jan 08, 2012 3:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bug: btAxisSweep3 causes overlap false positives with Ghosts
- Replies: 3
- Views: 4932
Re: Bug: btAxisSweep3 causes overlap false positives with Gh
In my experience, the fastest way to get Bullet issues fixed is to create a repro case based on the basic bullet demo
and upload it along with an issue description here:
http://code.google.com/p/bullet/issues/list
Otherwise bugs get often overlooked or simply forgotten.
and upload it along with an issue description here:
http://code.google.com/p/bullet/issues/list
Otherwise bugs get often overlooked or simply forgotten.
- Thu Mar 10, 2011 9:11 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Many static objects
- Replies: 6
- Views: 8851
Re: Many static objects
The island recalculation time seems to be the issue in the thread i mentioned above. Don't care about that threaad. I've taken a look at the source and the island recalc issue for statics is already fixed. However, Bullet currently still needs to go through all bodies for certain task and so this c...
- Thu Mar 10, 2011 8:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Many static objects
- Replies: 6
- Views: 8851
Re: Many static objects
[quote="NaN"]Turns out that I've missed to setActivationState(DISABLE_SIMULATION) for my static objects. After applying it the results look much better. Though there is still the overhead of simulation island recalculation and isActive() check for all collision objects. Hi, thats right due...
- Sun Feb 27, 2011 8:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: sphere-sphere collision when inside each other
- Replies: 4
- Views: 5066
Re: sphere-sphere collision when inside each other
bump how can I make sure the collision detection threads spheres as intersecting if one is inside the other? Hi, volumes should detect intersection, even when they are inside eachothers. If you can reproduce the problem in one of the bullet demos you may want to create an issue: http://code.google....
- Sun Feb 27, 2011 8:17 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Many static objects
- Replies: 6
- Views: 8851
Re: Many static objects
Hi, thanks for your patch. However, i don't think the current (non compound) scenario is right. UpdateAABBs cpu usage should not grow linear with the number of static items in the world (at least when setForceUpdateAllAabbs is false). Maybe something got broke in a bullet update? You may want to che...
- Fri Dec 24, 2010 12:42 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: setWorldTransform to move btRigidBody does not work
- Replies: 4
- Views: 7213
Re: setWorldTransform to move btRigidBody does not work
You can try to use a Kinematic body if you want to udpate the position frequently.
Another option is to call "UpdateSingleAabb" from the btDiscreteDynamicsWorld (after you changed the transform).
Another option is to call "UpdateSingleAabb" from the btDiscreteDynamicsWorld (after you changed the transform).