10-12-2020, 11:20 PM
Hey, thx for the quick responses!
Yes I indeed thought sleeping meant less workload. I'll try out commenting out that line to get the interaction between the cloths back. I have since implemented the one solver per kelp and added a simple manager turning their fixed updaters on and off depending on their distance and a max solver active limit. Works pretty well.
I already have procedural animation for all the low to the ground flora but for the kelp that's not possible since in my game you can push them aside with a sub and the kelp would just clip through. It also looks way more interactive this way.
Can get up to 20 solvers with now 365 particles each in and then performance seems to nosedive pretty sharply.
Will report back how the other fix works out!
Yes I indeed thought sleeping meant less workload. I'll try out commenting out that line to get the interaction between the cloths back. I have since implemented the one solver per kelp and added a simple manager turning their fixed updaters on and off depending on their distance and a max solver active limit. Works pretty well.
I already have procedural animation for all the low to the ground flora but for the kelp that's not possible since in my game you can push them aside with a sub and the kelp would just clip through. It also looks way more interactive this way.
Can get up to 20 solvers with now 365 particles each in and then performance seems to nosedive pretty sharply.
Will report back how the other fix works out!