20 kinematic character controllers, so time consuming

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Chen111
Posts: 3
Joined: Fri Jun 16, 2017 5:36 am

20 kinematic character controllers, so time consuming

Post by Chen111 » Fri Jun 16, 2017 6:16 am

I have 20 character controllers at the same time using the kcc of bullet example.
And use raytest for ground testing.
When the character from the air get a large walkDirection , it does't move at all, any method to fixed it?

It's so time consuming when those characters running, any method to improve it, thanks!

My bullet version is 2.79

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drleviathan
Posts: 372
Joined: Tue Sep 30, 2014 6:03 pm
Location: San Francisco

Re: 20 kinematic character controllers, so time consuming

Post by drleviathan » Fri Jun 16, 2017 4:33 pm

Dunno about the lack of movement for large walk direction when in the air.

The btKinematicCharacterController uses sweep tests to figure out if it can move. There were some changes committed to Bullet within the last year that improved the performance for sweep tests against bodies that use the btBvhTriangleMeshShape, so if you're using that shape for objects in the world then maybe upgrading to the latest version will help.

Chen111
Posts: 3
Joined: Fri Jun 16, 2017 5:36 am

Re: 20 kinematic character controllers, so time consuming

Post by Chen111 » Mon Jun 19, 2017 2:15 am

Thanks,I don't use btBvhTriangleMeshShape.
Before sweep test, I should raytest by walk direction, then clamp the walk direction to make it move to the ground but not still, raytest every frame is time consuming for me
Any Better method?

The charactercontrollers' performance are so bad when you have to much charachers.
Any suggestion would be great appreciated

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