Bullet optimization
Posted: Thu Nov 08, 2012 1:35 am
I have recently determined that a large performance bottleneck in my game is physics. Right now I run bullet without any parallelization. I tried using btParallelConstraintSolver but weird things happened such as my character not slowing down and objects not making contact. Is there more work required for multithreaded physics than just changing the solver? Does anyone have any general advice for speeding up my simulation?