I have created world inside of (-2000, -2000, -2000) (2000, 2000, 2000) AABB cube with 200 static rigidBodies and one dynamic that flies around and does not collides with anything.
performance of the scene was constant.
(worlds 1 step simulation (1/60 sec) is processed in 5ms)
Then I removed one static body and add another in different place.
If I repeat that many times then I notice linear performance degradation.
1 step simulation was processed in 5ms, 10ms, 15ms, 20ms, 25ms... after starting that process
If I stop to remove and add static rigidBodies then performance does not restore and stays at same low rate.
I think problem is broadphase. I tried 3
broadphase = new btAxisSweep3(worldAabbMin, worldAabbMax, maxProxies);
//broadphase = new btDbvtBroadphase();
//broadphase = new btSimpleBroadphase();
btAxisSweep3 and btDbvtBroadphase show same degrading performance
btSimpleBroadphase - is too slow.
Is broadphase a problem?
Is that know problem?
Is it possible to fix and keep performance constant?
How do I profile bullet to find what course problems?
May be there is built in profiler to debug bullet.
Thanks
performance degradation (profiling)
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razer
- Posts: 82
- Joined: Sun Apr 04, 2010 10:08 pm
Re: performance degradation (profiling)
Bullet performance is Ok. It was my mistake.