Simulation size

Ylisar
Posts: 2
Joined: Fri Jul 24, 2009 2:00 pm

Simulation size

Post by Ylisar »

Hi,

We're currently using physx and are considering switching over to bullet for numerous reasons. I have however one large question concerning how well bullet handles large scenes. At the moment we generate levels and throw all the pieces into the physics scene on creation. There's several reasons for this, but most importantly we use a trigger shape to determine what to update in our game and keep track of things to destroy once they leave, so we need everything in the scene to detect when they enter the update volume. We were hoping that statics and immobile kinematic actors would consume close to zero simulation time, this, however, sadly is far from the case with physx. How well would bullet perform in such a scenario?
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Erwin Coumans
Site Admin
Posts: 4221
Joined: Sun Jun 26, 2005 6:43 pm
Location: California, USA

Re: Simulation size

Post by Erwin Coumans »

It is best to try it out, and report performance problems if you encounter them with Bullet.

The Bullet source code is fully available, so as a last resort you can always optimize some bottleneck (unless you licensed the source code you can't do this with PhysX).

For large worlds, you might want to try out using btDbvtBroadphase.
Hope this helps,
Erwin
Ylisar
Posts: 2
Joined: Fri Jul 24, 2009 2:00 pm

Re: Simulation size

Post by Ylisar »

Thank you, we will give it a whirl :)