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Super slow fluid when enabling colliders
#5
(30-03-2021, 01:06 PM)josemendez Wrote: Hi,

Will try to reproduce this and get back to you. the UpdateWorld method looks at the end of the list (newly added or removed colliders), then adds or removed them to/from a  spatial partitioning structure. We use a multilevel hash grid, so insertions and deletions should be done in constant time too. If you disable 10 colliders, then 10 deletions from a hashmap will be performed next UpdateWorld is called.

Sounds good. In the meantime I found a workaround, to scale each object I want to disable to a "close to zero" scale. It kinda works for the time being and we see good performance all throughout
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RE: Super slow fluid when enabling colliders - by sdpgames - 30-03-2021, 02:56 PM