Hi,
I'm making an editor to define objects for my game. One of the parts is composing a collision hull. So far I make them out of primitive shapes (boxes, cylinders, cubes, and so on). Its quite some work to create the collision hulls though, so I was thinking about using Newton's convex hull / "point cloud".
I know these shapes are slower than a simple primitives, but:
- Are they still slower than, let's say, 4 primitives together for 1 object?
- Although I do have a big world with lots of objects, only a relative small number (~50 at max) of objects has active physics. Others are freezed. So would it be that bad for the performance at all?
Another thing I'm a little bit worried about is the memory usage. It sounds logical that a point cloud takes more memory. That's not a problem, as long as objects share their resource. I mean, if I create thousand tables that all use the same collision hull, I should be able to share it right? I create the table collider only once, but I'm not sure what Newton does with all the bodies that make use of the same collider. I guess Newton let's it bodies refer to a collider, so sharing shouldn't be a problem. But I thought I just ask.
Greetings,
Rick