Parallel dispatcher

Thomas
Posts: 7
Joined: Fri Aug 17, 2007 2:47 pm

Parallel dispatcher

Post by Thomas »

Hi,

I am currently using Bullet for only collision detection, it works perfectly.
I looked at the multithreaded demo and wanted to try SpuGatheringCollisionDispatcher instead of btCollisionDispatcher, but I can't make it work.
It looks ok with btBoxShapes, but with btConvexTriangleMeshShapes each contact manifold has 0 contact point. Don't know where I am wrong...

Regards,

Thomas
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Erwin Coumans
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Posts: 4221
Joined: Sun Jun 26, 2005 6:43 pm
Location: California, USA

Re: Parallel dispatcher

Post by Erwin Coumans »

Thomas wrote:Hi,
It looks ok with btBoxShapes, but with btConvexTriangleMeshShapes each contact manifold has 0 contact point. Don't know where I am wrong...
Not all collision shapes are supported on SPU/BulletMultiThreaded. Also note that BulletMultiThreaded is mainly optimized for Cell SPU (PS3), other platforms need more optimizations.

Shapes that work with SPU/BulletMultiThreaded:
Supported shapes are btSphereShape, btBoxShape, btCylinderShape,btCapsuleShape, btConvexHullShape, btCompoundSHape and btBvhTriangleMeshShape.

Try to replace the btConvexTriangleMeshShapes by btConvexHullShape, and make sure not to exceed the maximum number of vertices of 128 (or increase the number MAX_NUM_SPU_CONVEX_POINTS).
http://code.google.com/p/bullet/source/ ... es.h?r=978

Hope this helps,
Erwin
Thomas
Posts: 7
Joined: Fri Aug 17, 2007 2:47 pm

Re: Parallel dispatcher

Post by Thomas »

Thanks a lot.

I forgot to mentioned that I was on windows xp.

I will try the btConvexHullShape...

Regards
Thomas
Posts: 7
Joined: Fri Aug 17, 2007 2:47 pm

Re: Parallel dispatcher

Post by Thomas »

Woww

I switched to btConvexHullShape and got a HUGE speedup!

Didn't know about this class before...