Christian Buchner wrote:
The bottleneck here is definitely physics. Frame rates take a dip when
lots of coins are interacting. I am hoping for some public CUDA
support in the Bullet physics library in the near future.
My source inside Bullet development indicates that fully functional
public Cuda solver is still some time off, perhaps 6 months or so.
I assume you're using cylinder collisions shapes? I have not played with
them very much. I get excellent performance from bullet with several
dozen boxes interacting, but performance slows to a crawl as soon as I
add a single convex hull into the mix. I'm looking at running the
physics sim in a separate thread so that the app maintains framerate and
interactivity, but unless I do something to simplify the simulation, the
visual results will still appear sluggish in spite of the high frame rate.
-Paul
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