Search found 9 matches
- Thu Dec 01, 2011 1:29 am
- Forum: Questions and Help
- Topic: Minimizing/eliminating allocations during Update?
- Replies: 5
- Views: 3899
Re: Minimizing/eliminating allocations during Update?
I'll try to carry over as much as I can.
- Thu Dec 01, 2011 1:03 am
- Forum: Questions and Help
- Topic: Minimizing/eliminating allocations during Update?
- Replies: 5
- Views: 3899
Re: Minimizing/eliminating allocations during Update?
Hi, I've attached a very roughly gutted file with as much of the basics as I could retain. It missing a few things, but generally it still makes sense without it and can be swapped in with standard variants if you have them on hand (i.e. RenderingSystem, Pool, EntityModel, etc). This version is usin...
- Thu Dec 01, 2011 12:26 am
- Forum: Questions and Help
- Topic: Minimizing/eliminating allocations during Update?
- Replies: 5
- Views: 3899
Re: Minimizing/eliminating allocations during Update?
Does the garbage collector run repeatedly, taking away allocations created previously by the engine? What particular objects are being collected? Are they arrays from list resizing, or something else? The heap size is increasing; I can't tell if garbage is being collected, but the size doesn't noti...
- Wed Nov 30, 2011 11:33 pm
- Forum: Questions and Help
- Topic: Minimizing/eliminating allocations during Update?
- Replies: 5
- Views: 3899
Minimizing/eliminating allocations during Update?
Hi, I'm looking for ways to minimize (preferably eliminate) allocations during BEPU update. Are the following things normal and am I approaching the solution correctly? Heap memory is allocated on the following occasions: Space.Add/Remove Allocations occur on calls to space.Add/Remove. Taking a look...
- Tue Nov 22, 2011 2:24 am
- Forum: Questions and Help
- Topic: Resizing/scaling physical entities
- Replies: 4
- Views: 3775
Re: Resizing/scaling physical entities
Thanks for your explanation. At first I was thinking to use an algorithm to find the n best-fitting primitives to approximate a model, but hearing now that compound shapes can be tricky to transform, it sounds like the best thing to use would be ConvexHull (since we can get point cloud data from the...
- Tue Nov 22, 2011 1:24 am
- Forum: Questions and Help
- Topic: Resizing/scaling physical entities
- Replies: 4
- Views: 3775
Re: Resizing/scaling physical entities
In this specific scenario, I'm looking to construct a physical entity from a 3D model, and then later be able to scale both the model and its physical entity. From looking at some of your example code, my first thought is to create a custom content processor to extract the vertices from the model an...
- Tue Nov 22, 2011 12:48 am
- Forum: Questions and Help
- Topic: Garbage generated during add & collisions
- Replies: 2
- Views: 2485
Re: Garbage generated during add & collisions
thanks, that makes sense. based on your explanation, the allocated memory I'm seeing during profiling seems normal (a test case where several hundred objects are added with a few hundred collisions)
- Tue Nov 22, 2011 12:22 am
- Forum: Questions and Help
- Topic: Resizing/scaling physical entities
- Replies: 4
- Views: 3775
Resizing/scaling physical entities
Hi, what is the correct way to resize/scale a physical entity in the space simulation? For example, if an object's (render) model is scaled/mutated as a result of some user input, what is the proper way to reflect those changes in the physics space? (i.e. update it's bounding box, orientation, posit...
- Tue Nov 22, 2011 12:15 am
- Forum: Questions and Help
- Topic: Garbage generated during add & collisions
- Replies: 2
- Views: 2485
Garbage generated during add & collisions
Hi, is it normal for a few kilobytes of heap memory to be allocated when:
- adding an object (entity) to the space?
- collisions occur in the space ?
- calling UpdateBoundingBox ?