Triangle mesh collision makes fps crawl from 60 to 4 :(

ChristofferN
Posts: 3
Joined: Sun Sep 16, 2012 11:28 am

Triangle mesh collision makes fps crawl from 60 to 4 :(

Post by ChristofferN »

Hey, I recently switched from OSX to Windows7 (from Eclipse to Visual Studio 2010). I compile and link (with the debug libraries BulletCollision_debug.lib etc), so far so good.

In my simulation I have one cylinder and then a 3d triangle mesh as the world collision. When I run the simulation everything is good until the cylinder collides with the triangle mesh, the simulation drop down to around 4 fps.

I wonder what could be wrong?

Cheers and thanks for all the answers
/ Christoffer
User avatar
Erwin Coumans
Site Admin
Posts: 4221
Joined: Sun Jun 26, 2005 6:43 pm
Location: California, USA

Re: Triangle mesh collision makes fps crawl from 60 to 4 :(

Post by Erwin Coumans »

Your artwork/triangle mesh is probably too details, too many triangles overlapping with the cylinder.

Also note that debug mode is much slower than release mode.
Thanks,
Erwin
ChristofferN
Posts: 3
Joined: Sun Sep 16, 2012 11:28 am

Re: Triangle mesh collision makes fps crawl from 60 to 4 :(

Post by ChristofferN »

Erwin Coumans wrote:Your artwork/triangle mesh is probably too details, too many triangles overlapping with the cylinder.

Also note that debug mode is much slower than release mode.
Thanks,
Erwin
Hmm I doubt it is the detail of the mesh (it's 96 triangles in total), I just checked in Release mode and I still get the same drop in FPS when the cylinder interacts with the triangle collision mesh.

Is there any tools to profile a collision surface to see it takes the solver to process?

cheers
/ Chris
xexuxjy
Posts: 225
Joined: Wed Jan 07, 2009 11:43 am
Location: London

Re: Triangle mesh collision makes fps crawl from 60 to 4 :(

Post by xexuxjy »

Do you get the same behaviour with a sphere? is anything being written to the output window which would slow it down?
What are you contruction parameters for your world and objects?
ross
Posts: 6
Joined: Wed Sep 26, 2012 10:46 pm

Re: Triangle mesh collision makes fps crawl from 60 to 4 :(

Post by ross »

ChristofferN wrote:
Erwin Coumans wrote:Your artwork/triangle mesh is probably too details, too many triangles overlapping with the cylinder.

Also note that debug mode is much slower than release mode.
Thanks,
Erwin
Hmm I doubt it is the detail of the mesh (it's 96 triangles in total), I just checked in Release mode and I still get the same drop in FPS when the cylinder interacts with the triangle collision mesh.

Is there any tools to profile a collision surface to see it takes the solver to process?

cheers
/ Chris
yeah he is right i used a convex hull and the frame rate drooped but you are right too :) To Fix my problem
i use function on anther forum to get the min and max of a object and it done a basic shape on the outside of the hull and it works fantastic have a look at this thread from a google board

https://groups.google.com/forum/?fromgr ... BLAsNkzkiQ
Try the Min and MAX function to return the outside of the hull instead of having too many triangles collisions
amrishkum
Posts: 17
Joined: Wed May 23, 2012 7:08 pm

Re: Triangle mesh collision makes fps crawl from 60 to 4 :(

Post by amrishkum »

Hi

I also tried to implement collision detection between two triangular meshes but did not get correct results. can you look into my post or if you share your code where you detect collision

Thanks