> To profile the peformance bottleneck it would be best to press 's' a > couple more times to get the full frame rate stats so you can see > exactly which parts of rendering are the bottleneck - the frame rate > only tells that you frame rate is reducing it doesn't give any clues > to why.
I am pretty sure I am limited by the physics. Right now I have to reduce the physics time step dynamically to stay within my tolerated frame rate window. A final video (I promise!) is posted here and it shows an almost complete pusher machine and up to 400 coins in the game. http://www.youtube.com/watch?v=0bLAq7btZbU&fmt=22 I have since made the pusher operate faster so the player won't fall asleep. I still have to add the game mechanics (player's coin balance, player controlled coin insertion etc). My coins are currently rendered several OSG PositionAttitudeTransforms, all from the same model instance. I may switch to an approach that uses vertex shaders soon. A future enhancement could put the physics on a separate thread from OSG. We will see how that goes. Christian _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

