Anyway, I've noticed this doesn't really seem feasible at a decent framerate.
But what's more curious to me is there no difference in performance between:
Code: Select all
btMotionState* ms = new btDefaultMotionState(startTrans);
btRigidBody::btRigidBodyConstructionInfo info(0.0,ms,shape,btVector3(0,0,0));
body = new btRigidBody(info);
body->setCollisionFlags( btCollisionObject::CF_STATIC_OBJECT);
body->setFriction(0.5);
body->setRestitution(0.5);
body->forceActivationState(ISLAND_SLEEPING);
world->addRigidBody(body);
Code: Select all
btMotionState* ms = new btDefaultMotionState(startTrans);
btRigidBody::btRigidBodyConstructionInfo info(0.0,ms,shape,btVector3(0,0,0));
body = new btRigidBody(info);
body->setCollisionFlags( btCollisionObject::CF_KINEMATIC_OBJECT);
body->setFriction(0.5);
body->setRestitution(0.5);
world->addRigidBody(body);
Any tips in general on how to reasonably get a greater amount of static bodies?