Couple of questions
Posted: Tue Jun 02, 2009 8:39 am
Firstly I want to say.. thanks for a very cool physics engine, I spent a bit of time playing with various engines in my game and this seemed by far to be the easiest to use.
Now just a few questions;
Firstly, how does the mass on the physics entity constructor work? I tried cranking it way up on some stuff yet it seemed to have no effect on how weighty an object appeared. I've had to speed up the time and increase gravity to make my entities stop feeling like they are sort of in liquid.
Secondly, I'm having some performance issues with the engine when there are ~110 or so entities in the world. The entities are all boxes (not complex meshes) but I've noticed that they never seem to just sit still; they constantly look as though they are jiggling around slightly which makes me think that the engine is running logic on them even though they are not being disturbed; is this normal? is there some sort of threshold for "don't mind me I'm just sat idle".
And lastly, my world is loaded from a BSP tree similar to Quake/Half-Life and I'm doing world collision with the physics engine by carving the map faces up into triangles at load time and loading those triangles into the physics engine as a static triangle group. It seems to work well but is this the most efficient way of doing this for a large world?
many thanks
Rob
Now just a few questions;
Firstly, how does the mass on the physics entity constructor work? I tried cranking it way up on some stuff yet it seemed to have no effect on how weighty an object appeared. I've had to speed up the time and increase gravity to make my entities stop feeling like they are sort of in liquid.
Secondly, I'm having some performance issues with the engine when there are ~110 or so entities in the world. The entities are all boxes (not complex meshes) but I've noticed that they never seem to just sit still; they constantly look as though they are jiggling around slightly which makes me think that the engine is running logic on them even though they are not being disturbed; is this normal? is there some sort of threshold for "don't mind me I'm just sat idle".
And lastly, my world is loaded from a BSP tree similar to Quake/Half-Life and I'm doing world collision with the physics engine by carving the map faces up into triangles at load time and loading those triangles into the physics engine as a static triangle group. It seems to work well but is this the most efficient way of doing this for a large world?
many thanks
Rob