performance degradation (profiling)

razer
Posts: 82
Joined: Sun Apr 04, 2010 10:08 pm

performance degradation (profiling)

Post by razer »

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
razer
Posts: 82
Joined: Sun Apr 04, 2010 10:08 pm

Re: performance degradation (profiling)

Post by razer »

Bullet performance is Ok. It was my mistake.