Open Bytekeeper opened 2 years ago
Having the same problem trying to simulate many independent rigidbodies for a Galton board. Have you found a solution? I would expect it is due to the bounding box checks not being able to exclude collisions.
Edit: Looking into this, I would like a way to modify the broad-phase pass. As I understand, the broad-phase does not consider collision layers, and with a couple thousand colliders stacked on each other that results in an enourmous number of potential contacts. Each of these are then filtered. I'm checking the BroadPhase struct, but can't find much to modify there.
Even if no collision or solver interaction is configured, intersecting colliders massively reduce performance:
This test times out. If you prevent intersection (spawn at different locations), the test takes a short amount of time.
Background: I tried to simulate a large number of bullets, that should not interact with each other. Yet bounce of walls and some other things, but hit the player.