bryanedds / Nu

Repository hosting the open-source Nu Game Engine and related projects.
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See if Bullet Physics' seemingly low scalability ceiling is due to all our physics objects being constructed from compound shapes. #670

Closed bryanedds closed 5 months ago

bryanedds commented 9 months ago

Aether seems to handle this just fine, but maybe Bullet physics usage needs to be special-cased to use non-compound shapes where possible in order to address potential scalability issues.

bryanedds commented 9 months ago

Maybe using an bullet accelerator for the height map body would also help?

bryanedds commented 9 months ago

And Bullet also seems to offer parallelization as well, tho I don't know how to tap into that yet...

bryanedds commented 9 months ago

According to this, BvhTriangleMeshShape can perform better - https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=36404&hilit=compound+shape+slow#p36404

But this forum is so full of shit sometimes, you never know what is true.

bryanedds commented 9 months ago

This might confirm my hypothesis - https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=12670#p12670

bryanedds commented 5 months ago

Didn't investigate, but did make a work around where compound shapes are eliminated where not needed.