Just to make it more clear: no data duplication is necessary
Posted: Fri May 12, 2006 2:27 pm
To make the physics simulation scalable, divide and conquer seems a natural way to go, both for collision detection and for constraint solving.
The splitting of a universe into smaller spaces, where each space has its own broadphases only requires boundary management as I mentioned before. The objects that are in the boundary area only need to be inserted in all overlapping broadphases, but that doesn't require a real copy of data: you can just increase the reference count (instancing), so no real duplication apart from the broadphase AABB entry.
So no collision shape data or rigidbody is ever duplicated, except for a tiny AABB entry. Also, the instance disappears when the object's 'simulation island' is not overlapping the boundary anymore.
Erwin
The splitting of a universe into smaller spaces, where each space has its own broadphases only requires boundary management as I mentioned before. The objects that are in the boundary area only need to be inserted in all overlapping broadphases, but that doesn't require a real copy of data: you can just increase the reference count (instancing), so no real duplication apart from the broadphase AABB entry.
So no collision shape data or rigidbody is ever duplicated, except for a tiny AABB entry. Also, the instance disappears when the object's 'simulation island' is not overlapping the boundary anymore.
Erwin