Performance optimisation for cubes - what to expect:mobile

realavision
Posts: 1
Joined: Thu Mar 07, 2013 11:38 am

Performance optimisation for cubes - what to expect:mobile

Post by realavision »

Hello there and thanks for the great library.

I tried bullet on ios (with cocos3d) and have a couple of questions.

I used the default collider solver and am using cubes of the dimension 1x1x1. I use 7x7 cubes. Device used iPad3.

ATM i create them as a 2D grid from 20.0 height. A Box as floor.

As soon as they collide with the floor i get a immense framerate drop because of the collisions (down to 18-20).

So now i`m not sure if my implementation is bad/good since i have no comparison.

How many cubes should be possible as a rough number? Assumed that there will be moments where a good third of them will actually collide at the same moment. (Just the simulation ofcourse)

Are there any special optimisations which i could try because i`m only using cubes?

Is there a comprehensive list anywhere on general settings which affect performance? What i found was rather specific (i think).

Thanks in advance,
Alex
pico
Posts: 229
Joined: Sun Sep 30, 2007 7:58 am

Re: Performance optimisation for cubes - what to expect:mobi

Post by pico »

Hi,

you can test using the box/box collision algorithm instead of the generic GJK one.
The examples have code how to do this.