I was just experiencing a huge slowdown. I was getting 5fps with 500 spheres flying around (with some static geometry).
When I comment out my m_World->performDiscreteCollisionDetection() call, the FPS shoots back up to over 200 fps. But obviously, this prevents it updating the boradphase (I think), and stops triggers from working.
Is this kind of performance drop expected with this volume?
Here's now my world is defined..
Code: Select all
m_collisionConfiguration = new btDefaultCollisionConfiguration();
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_broadphase = new btDbvtBroadphase();
m_solver = new btSequentialImpulseConstraintSolver();
m_World = new btDiscreteDynamicsWorld( m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration );
Thanks