Dynamic kinetics
Posted: Thu Aug 05, 2010 6:36 am
Hi Norbo,
I am delighted with Bepu and the way it is designed! I'm doing physics with thousands of connected pieces and ran into some performance snags that I mentioned earlier. You may be pleased to know that I have managed to develop some quite effective work-arounds to my earlier performance problems. I took advantage of the fact that large islands are the problem. It's an order of magnitude problem. By doing some sneaky on-the-fly conversions between dynamic and kinetic, I am able to break the huge islands down into smaller islands that take far less time to process. This method is actually working better than I had expected.
I do have two remaining problems though, that I am hoping that you can assist me with.
1) Most of the simulation runs fine at 20Hz which provides a good balance between CPU utilization and appearance. However, the rendering system is running at 60FPS so a few fast-moving objects are not getting their locations updated often enough for smooth movement. I would like to be able to run a super-fast physics pass where only the specified list of objects have their locations updated.
2) Is there some way to change an object from kinetic to dynamic after a collision has been detected, but before forces have been applied? I'd like to be able to convert them instantaneously rather than in the next frame.
I am delighted with Bepu and the way it is designed! I'm doing physics with thousands of connected pieces and ran into some performance snags that I mentioned earlier. You may be pleased to know that I have managed to develop some quite effective work-arounds to my earlier performance problems. I took advantage of the fact that large islands are the problem. It's an order of magnitude problem. By doing some sneaky on-the-fly conversions between dynamic and kinetic, I am able to break the huge islands down into smaller islands that take far less time to process. This method is actually working better than I had expected.
I do have two remaining problems though, that I am hoping that you can assist me with.
1) Most of the simulation runs fine at 20Hz which provides a good balance between CPU utilization and appearance. However, the rendering system is running at 60FPS so a few fast-moving objects are not getting their locations updated often enough for smooth movement. I would like to be able to run a super-fast physics pass where only the specified list of objects have their locations updated.
2) Is there some way to change an object from kinetic to dynamic after a collision has been detected, but before forces have been applied? I'd like to be able to convert them instantaneously rather than in the next frame.