> 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

Reply via email to