Hello there and thanks for the great library.
I tried bullet on ios (with cocos3d) and have a couple of questions.
I used the default collider solver and am using cubes of the dimension 1x1x1. I use 7x7 cubes. Device used iPad3.
ATM i create them as a 2D grid from 20.0 height. A Box as floor.
As soon as they collide with the floor i get a immense framerate drop because of the collisions (down to 18-20).
So now i`m not sure if my implementation is bad/good since i have no comparison.
How many cubes should be possible as a rough number? Assumed that there will be moments where a good third of them will actually collide at the same moment. (Just the simulation ofcourse)
Are there any special optimisations which i could try because i`m only using cubes?
Is there a comprehensive list anywhere on general settings which affect performance? What i found was rather specific (i think).
Thanks in advance,
Alex
Performance optimisation for cubes - what to expect:mobile
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Re: Performance optimisation for cubes - what to expect:mobi
Hi,
you can test using the box/box collision algorithm instead of the generic GJK one.
The examples have code how to do this.
you can test using the box/box collision algorithm instead of the generic GJK one.
The examples have code how to do this.