Bullet optimization

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PgrAm
Posts: 8
Joined: Sun Apr 15, 2012 3:34 pm

Bullet optimization

Post by PgrAm » Thu Nov 08, 2012 1:35 am

I have recently determined that a large performance bottleneck in my game is physics. Right now I run bullet without any parallelization. I tried using btParallelConstraintSolver but weird things happened such as my character not slowing down and objects not making contact. Is there more work required for multithreaded physics than just changing the solver? Does anyone have any general advice for speeding up my simulation?

codetiger
Posts: 19
Joined: Sat Aug 18, 2012 2:20 am
Location: Chennai, India
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Re: Bullet optimization

Post by codetiger » Thu Nov 08, 2012 8:04 am

Making Bullet Multi-Threaded gives a big performance boost in most cases. In our case it was twice the performance.

To add multi-threaded support, just change the solver, and dispatcher to parallel alternatives. See multi-thread demo in the examples folder. The project file is not created so you wont see it in the solution file.

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