Th3Ya0vi / vdrift-ogre

Automatically exported from code.google.com/p/vdrift-ogre
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Startup performance: 44% building the road on S12 Infinity #103

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
in SplineRoad::RebuildRoadInt  all the cpu is used in building the bvh tree  
(buildOptimizedBvh) in btBvhTriangleMeshShape constructor

the solution is to serialize the object and cache it for later use,this is some 
example here but now sure how easy it is with out current build of bullet 
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4780

obviously 44% is an extreme example with that level ,but in other levels it is 
about 15-20%

Original issue reported on code.google.com by a.isma...@gmail.com on 2 Nov 2011 at 1:48

GoogleCodeExporter commented 8 years ago
wouldn't say that its a problem to update bullet. we did not make any changes 
in there.

Original comment by scrawl...@gmail.com on 2 Nov 2011 at 4:45

GoogleCodeExporter commented 8 years ago
It's probably possible to save bullet binary data for road (not create it each 
load) but I think its not needed: it will be more data for each track, game 
will need to read it from disk, and editor will save longer.
We should though save blendmap (and terrain angle map ?) since it computes 
quite a while (but it will make track data twice the size ?)...
IMO this issue is closed, but feel free to reopen or discuss.

Original comment by Cry...@gmail.com on 12 Nov 2011 at 1:01