Just when I thought things coulden't get any worse, I was trying my game with lots of prop numbers and the like, and noticed that after a while my games preformaced dipped from my vsync rate of 75fps to 6-7 fps, now as first I assumed this was due to my coding, however after remming out hundreds of lines of code, the problem was still apparent, so I looked at the memory usage while my app was running, and it starts with 160megs of usage, which is fine due to the ammount of objects I have, then it soon starts to creep up around 100kb a second, then after around 30 secs, it suddenly jumps to 250megs usage in the span of 1 sec, and my game starts running at 6-7 fps, not this memory leak isn't due to my previously posted deleting objects issue, as in my main loop I never delete any physics objects,
So just as a small test I decided to disable hardware acceleration, and guess what? 127meg idle all the time!, So now, it seems that running in software mode is actually faster if you have a game that spans longer than a few bricks falling down.
While I don't have any source code handy, as I'm not going to upload my project, basically all my test has is 500 physics bodies, all using box collision, in an asyncronus loop(I tried both types),and I show/hide objects which are out of view.
And while I'm here, the phy sleep/wake up rigid body, commands don't allways work, sometimes I get an actor is negative error or something, yet clearly the values I'm passing to the commands are allways above 0 and the objects exist, which is why I've had to load up all my props beforehand, and this is how I discovered this bug,
And I can bet this won't get fixed within 17hrs(compo deadline) so enjoy the 7fps when you play it.
Hallowed are the ori.