The current ODE library is already post 0..11.1 (r1755).
On 03/01/12 22:28, M.E. Verhagen wrote:
Maybe it is a good idea to also update the ode to the 0.11 version ?
2012/1/3, Adams, Robert<[email protected]>:
...
According to [2], the maximum reported scripting collision contacts is 8.
Testing with 8 on Wright Plaza today in the Tuesday meeting seemed to
greatly reduce physics scene time compared to
previously without any apparent loss of required fidelity (50ms with 18
avatars, albeit mostly sitting down -
unfortunately I didn't record previous week's numbers but they were
higher. Nebadon tested one of his vehicles).
Looking at the code, contacts_per_collision is the number of collision
points reported by ODE for each collision -- like a prim sitting on rough
terrain and touching multiple places on the ground. Reducing the count to 8
means that no more than 8 contact points will be reported by ODE and, if
there are more, you can't be sure you get the 'best' ones.
I suspect that most of the time there are only a few contact points so it
doesn't make sense that reducing the number from 80 to 8 would significantly
reduce the compute time. If it is the number of contact points causing the
computation overhead then ODE must be normally returning more than 8 contact
points. Is this really the case? Or is something else going on?
-- ra
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--
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
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