Hello,

Thanks for the FLTK improvement.

There are plans to multithread gazebo, although it won't happen in the
near future. We are currently trying to get some more basic
functionality and usability issues tied down right now. The easiest
way to incorporate threads with gazebo, would be to separate the
rendering from the physics simulation. I'd be happy to help you out
with this, if you want to take stab at it.

The physics sim will take up significantly more CPU than the
rendering, especially when numerous models or heightmaps are invovled.

-nate

On Jan 16, 2008 8:25 AM, Hendrik Skubch <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I moved a simulation to a faster computer today (an Athlon X2) and
> noticed that the simulation was only using about 50% cpu time of one
> core. Additionally, the cpu usage went up considerably when I moved the
> mouse around over the rendering window.
> The first issue is directly related to the call Fl::wait(0.03) in
> server/gui/Gui.cc line 102, i.e., replacing it with Fl::check() puts the
> cpu usage to 100% of one core and runs the simulation alot faster.
> I am unsure of the 2nd issue, though.
>
> Are there any plans to multithread gazebo in the near future? It looks
> like the rendering speed is hindered by the physics atm, although it
> shouldn't depend on cpu usage that much.
>
> Cheers,
>         Hendrik Skubch.
>
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