Optimizing a/my strategy game scene

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Re: Optimizing a/my strategy game scene

Postby Marc » Thu Jan 14, 2010 2:30 pm

Ok I did that:

Image

The scene flushing is a bit faster, but in between it looks equally fast. Note that it says 3xx trees on the left, but I didn't add those to the physics scene. Only the heightfield and the units were added for that graph above
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Re: Optimizing a/my strategy game scene

Postby Marc » Thu Jan 14, 2010 2:35 pm

Btw. I tried replacing the ellipsoids with capsules for the units because that's only changing one line of code. The result was twice as slow than with ellipsoids.
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Re: Optimizing a/my strategy game scene

Postby Julio Jerez » Thu Jan 14, 2010 3:09 pm

yes we special case the elipsoid do you remember ?
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Re: Optimizing a/my strategy game scene

Postby Marc » Thu Jan 14, 2010 3:16 pm

Ah ok I thought it was the slowest when you said it's a special case of convex modifier, which was the slowest thing. :)
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Re: Optimizing a/my strategy game scene

Postby Julio Jerez » Thu Jan 14, 2010 3:23 pm

yes, but what I mean is that because it is attacje to a body, it doe all teh work of a ful body even f it is static.

this is why I wnat to see teh legend to find out if it is teh broadphase or the solver, or the collision

the collison can no be any faster because teh eleipes is special case modifirer and ir handel collison with oeteh spheres and collision tree very fast
by they may be too many unnesssary collisions.
whatever it is we will find out when I start running the game.

the engine should be able to solve 1000 simple objects
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