The technique used to check for collisions can really drag down your framerate. The fact that you ALWAYS have to loop through all of the current collisions is very slow. In my Janger game, I just want to check the collisions of game pieces against the table for playing velocity related sound effects for example. It would be very nice not to have to run the while loop with the
while (phy get collision data( ) = 1)
command, but rather just check discreet collisions myself. It brings the framerate in my game from 400+fps down to 90-120fps just running the while loop for collision data and nothing else. Not executing the collision while loop the framerate stays up at 400+. This is still of course an acceptable framerate but means that there is a lot less room for adding in additional graphics effects. And not to mention it seems to throw the framerate all over the place depending on how many objects are touching. (but of course I'm doing framerate throttling to keep the framerate constant. But I have a lot less to work with, it could be dramatically improved with a better design...)
Why not allow the programmer to be able to ask for specific collision data (like Newton Dynamics allows you to). I can't imagine that Ageia doesn't allow for this sort of faster approach.
If I wanted to add in all sorts of other background objects in my Janger game which I don't care about checking collisions on, because of the way your system is setup (the while loop, checking every collision every frame) it forces the while loop to run much longer and it drags the framerate down to a crawl.
Please give us more options here.
Thanks,
-=VRMan=-
World Famous 3D Screensavers
-- http://www.vrman3d.com --