Search found 7 matches
- Thu Feb 28, 2013 11:05 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constructing a btBvhTriangleMeshShape is very slow
- Replies: 7
- Views: 7788
Re: Constructing a btBvhTriangleMeshShape is very slow
Since I'm using a btCompoundShape per chunk, the boxes are very close together anyway. I don't think it massively benefits from being octree'd up internally, if anything I seem to be getting better performance with it disabled. That said, my terrain is a fairly simple perlin noise height map at the ...
- Thu Feb 28, 2013 8:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constructing a btBvhTriangleMeshShape is very slow
- Replies: 7
- Views: 7788
Re: Constructing a btBvhTriangleMeshShape is very slow
Quick update, I was using quite an old version of Bullet. Updating to the latest totally fixed my spiking frame rate, I was still getting about 100,000 allocations which killed my memory tracking. I then noticed you can stop btCompoundShapes building internal AABB trees, pop went all the allocations...
- Thu Feb 28, 2013 8:40 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Constructing a btBvhTriangleMeshShape is very slow
- Replies: 7
- Views: 7788
Re: Constructing a btBvhTriangleMeshShape is very slow
I'm using a btCompoundShape for each nearby chunk, when I spin through to calculate visible faces I add all the external boxes with addChildShape. It's very fast, my main issue at the moment is the amount of memory and allocations used, I'm writing for mobile phone so it's pretty limited. I really w...
- Mon Feb 25, 2013 3:58 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Constructing a btBvhTriangleMeshShape is very slow
- Replies: 7
- Views: 7788
Re: Constructing a btBvhTriangleMeshShape is very slow
How big is each chunk? I assume you're only adding the exposed faces? The best solution would obviously be making a custom shape, rather than using a trimesh. You're always going to have potentially thousands of polys per chunk otherwise. Whereas a few hundred octreed up AABBs is always going to be ...
- Tue Feb 28, 2012 10:47 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Objects bounce on triangle mesh edges
- Replies: 1
- Views: 2758
Re: Objects bounce on triangle mesh edges
Although not quite the same, I had an issue with raycast cars, driving on a flat surface the cars would suddenly get crazy collision normals back and the car would flip. I'd assume yours is a similar issue with edges. I've sorted this by storing all of the face normals in a list, when a collision is...
- Wed Feb 01, 2012 1:56 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Raycaster Vehicle wheel rotations
- Replies: 0
- Views: 2306
Raycaster Vehicle wheel rotations
Just a minor thing, should these be working in 2.79? The only reason I say this, mine were rotating at crazy speeds, looking at the code, around line 351 it had: wheel.m_deltaRotation = (proj2 * step) / wheel.m_wheelsRadius; Is this as intended? Swapping this to rotation = distance / wheel circumfer...
- Tue Jan 31, 2012 9:57 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Sensible range of velocities?
- Replies: 0
- Views: 2679
Sensible range of velocities?
I've got a 5 meter long car (raycaster vehicle), which can travel up to about 150mph (240 kph), once the velocities get up to this sort of level I seem to get artifacts, with no steering forces it'll still repeatedly veer off to the side. Would I be better scaling everything, so the car is 2.5 meter...