I now want to do a mmorpg
I want to divide my world into many grid
but I must using the physic calculate to make my game more interesting
so I thought:
1.if I using a btDiscreteDynamicWorld to cotain all the obj in the world
it must be very slow because of thousands of obj may collide each other
2.if each grid area I using a btDiscreteDynamicWorld class
there may also be much world objcet
I Think it may also be very waste memory
3.there must be any other method to do for a mmorpg, right?
please give me some advice
thanks...
how to using bullet in serverEndï¼
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Re: how to using bullet in serverEnd?
Prologue: Don't spam complain, especially expecting responses overnight. The second post was rude and uncalled for.
1) Yes, a single simulation could take excessive time, but only if you ignore multithreading. Assuming you dispatch collisions and solving based in certain areas correctly, you can probably just distribute the calculations across multiple processors without too much modification to the code. Most collisions take place hundreds or thousands of times the bounding box size away, so it should be easier than a thousand objects all on top of each other.
2) The memory overhead will not be that much different if you have 10k objects in 10 worlds or 1 world, since the objects are so many.
3) I suggest going to your local library and reading some books on video game design. You'll see that there are many ways to set up what you seek.
1) Yes, a single simulation could take excessive time, but only if you ignore multithreading. Assuming you dispatch collisions and solving based in certain areas correctly, you can probably just distribute the calculations across multiple processors without too much modification to the code. Most collisions take place hundreds or thousands of times the bounding box size away, so it should be easier than a thousand objects all on top of each other.
2) The memory overhead will not be that much different if you have 10k objects in 10 worlds or 1 world, since the objects are so many.
3) I suggest going to your local library and reading some books on video game design. You'll see that there are many ways to set up what you seek.