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
Triangle mesh collision makes fps crawl from 60 to 4 :(
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Re: Triangle mesh collision makes fps crawl from 60 to 4 :(
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
Also note that debug mode is much slower than release mode.
Thanks,
Erwin
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Re: Triangle mesh collision makes fps crawl from 60 to 4 :(
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.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
Is there any tools to profile a collision surface to see it takes the solver to process?
cheers
/ Chris
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Re: Triangle mesh collision makes fps crawl from 60 to 4 :(
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?
What are you contruction parameters for your world and objects?
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Re: Triangle mesh collision makes fps crawl from 60 to 4 :(
yeah he is right i used a convex hull and the frame rate drooped but you are right tooChristofferN wrote: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.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
Is there any tools to profile a collision surface to see it takes the solver to process?
cheers
/ Chris

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