
Dynamic Mesh -> what Class ?
Re: Dynamic Mesh -> what Class ?
As you said I had to move the init instructions to the physic thread. I'm not very experienced with threads so i hope this will keep working, or i will just get rid of it. I think it's not necessary for what I'm trying to achieve, but I'm always trying to get the best performance 

Re: Dynamic Mesh -> what Class ?
I implemented a few more things to help unstuck objects between triangles in the development fork. I'll get to the other reports over the next few days.
Re: Dynamic Mesh -> what Class ?
I got around to the MobileMesh issue- it seems to be related to simulation islands. A temporary workaround would be to set the entity.ActivityInformation.IsAlwaysActive to true. I'll try to get a fix on the development fork later tonight.
Re: Dynamic Mesh -> what Class ?
The development fork now includes a fix to the mobile mesh-mobile mesh island issue. No related character controller issues were seen; only the regular slowdown from too many collisions going on.
Re: Dynamic Mesh -> what Class ?
thank you very much! works very well now.
Re: Dynamic Mesh -> what Class ?
It appears the graphical issue is at least partially caused by the convex hull algorithm getting confused. That particular model has a lot of redundant points in it which the current implementation doesn't like too much. The result is a triangulation which has many unnecessary degenerate and internal triangles. How that manages to confuse the renderer so thoroughly is still unknown.
Thanks for testing/finding and reproducing these issues!
Thanks for testing/finding and reproducing these issues!
