Hi all,

>       self.model = soya.AnimatedModel.get("column")

I think part of the problem is due to the use of AnimatedModels. AnimatedModel 
requires to re-compute the position of each vertex before each rendering, and 
possibly before each round if some raypicking is performed on the Body. The 
animation computation is actually performed by Cal3D.

If the model is not animated (I can guess a column is not !), using 
non-animated models should be much faster.

If you need many simultaneous body with the same animated model, a possible 
optimization would be to cache the various animation frame, and to re-use them 
without recomputing them. However, this couldn't be achieved without hacking 
deeply in the Soya source.

Jiba

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