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Multi threaded physics


YouGroove
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I moved a physic object in an empty 3D scene using PhysicsSetPosition().

As i add more complex scene like some ten trees with shadows and some other stuff , the physics becomes very jerky each time until become unplayable.

 

Could it be possible to have physics in a separate thread ?

Stop toying and make games

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Physics are multithreaded, but no longer asynchronous. It caused a huge number of bugs so I disabled the asynchronous loop. It was really a programming nightmare. I can't comment on the specifics on your scene, but the character controllers just got a big performance boost. I'm guessing you're probably throwing some high-poly meshes at the simulation with no low-poly physics geometry for collision. The performance nowadays should be faster than Leadwerks 2.

My job is to make tools you love, with the features you want, and performance you can't live without.

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