YouGroove Posted September 5, 2014 Share Posted September 5, 2014 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 ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
nick.ace Posted September 6, 2014 Share Posted September 6, 2014 Isn't physics already on a separate thread? That's what I thought at least. Where are you calling PhysicsSetPosition()? Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted September 6, 2014 Share Posted September 6, 2014 Physics in Leadwerks3D are asynchronous, meaning that while the engine renders the scene and executes your game code, it's already calculating the next frame of physics on a separate thread! Quote Link to comment Share on other sites More sharing options...
Josh Posted September 6, 2014 Share Posted September 6, 2014 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. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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