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Help  Managing thousands of objects
#4
The 500ms result from the CPU solver of obi, since I still cannot activate burst (see other thread). That might be the reason for this order of magnitude. My game is a physics game where basically anything can happen in a non-localized area, e.g. a cannon shoots a ball to the other side, hitting something there, causing a rope to move etc. Is there a way to tell the solver or have the solver only consider colliders in the ropes area of influence? I have objects many meters away which could never interact with it except if by some physics force thrown into the vicinity. Having some regular (not per frame check I guess) test of collider distance and only waking up for the objects that are indeed close could give a huge boost.
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Messages In This Thread
Managing thousands of objects - by ImpossibleRob - 20-02-2023, 09:31 PM
RE: Managing thousands of objects - by josemendez - 21-02-2023, 08:49 AM
RE: Managing thousands of objects - by josemendez - 21-02-2023, 09:04 AM
RE: Managing thousands of objects - by ImpossibleRob - 28-02-2023, 03:14 PM
RE: Managing thousands of objects - by josemendez - 28-02-2023, 03:25 PM