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AppGameKit Classic Chat / 3d Physics - Mass objects

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haliop_New
User Banned
Posted: 6th Nov 2015 23:31
I have built a small simulator
I have about 350 3d physics objects most are dynamic but some are static
if I increase the number of dynamic objects above 300 fps starts to drop moderately.

then I made a small out of the box test cause I was thinking of streaming a lot of 3d physics objects from another app to this app , only that on this app theses would not count as physics objects but just objects with a live stream including angles ,positions , colors.. etc..

so I ran a test of the main app and ran it about 6 times... all fps droped a bit for each new instance but all were extremlly stable..

so it made me think, how does the 3d physics limitation work ?
I could potentially create 10 windows of this app then stream it to one app that will combine all of them , true the streamed objects will never collide with the other stream objects from different windows.. but it will double up to 10 the number of physics objects in one instance..

besides that
what am I looking for when tweaking a lot of dynamic objects ?.. I have already done some tweaking but not nearly enough..

thank you for your time.
hope TGC will answer this one
haliop_New
User Banned
Posted: 9th Nov 2015 06:58
some answer would be awesome
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 9th Nov 2015 09:51
From your test results, it sounds like the 3D physics might not be making use of multiple threads (just a guess). In 2D physics we have the command "SetPhysicsThreading" where we can set the number of threads to use for the physics calculations. Is there a 3D physics version of this command?
V2 T1 (Mostly)
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