Erwin Coumans wrote:
Thanks a lot for your contribution. We are crunching on Game Developers Conference preparations, so your posting slipped our attention. We definately check it out.
I did not meant to be a pain in the neck and I completely forgot about GDC

I just expected
any feedback, like you gave now

Quote:
Note that BulletMultiThreaded was designed for Cell SPU, with massive speedup there. PC multicore version (and other platdorms) will be optimized, in collaboration with hardware manufacturers, and game developers who use it.
I use it. Is this enough?
Or do you require some Big Player to spend effort there?
Quote:
The parallel solver currently lacks several optimizations, that are present in the serial version, and overhead on non-Cell platforms needs improvement. How about the parallel collision detector?
The diagrams above are made with the parallel collision detector (if this is the "USE_PARALLEL_DISPATCHER" from the multithreaded demo). The "experimental parallel solver" (USE_PARALLEL_SOLVER) adds another constant cost of 20ms
per frame. I never saw any result where the parallel solver matches the timings from the serial solver, so I removed it from the diagrams.
Ok, so I am anxiously awaiting your review results
Best regards,
Enrico
PS: Any plans to fix the 64Bit build under Linux? I can look into this too
