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Performance boost and multithreading


TheoLogic
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So you have 20 controllers lagging now and it will take over a month to find 5 mins to make a vid?

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Argh, it isn't like anyone else here can't make a 5 minute demo with 20 character controllers, or for Josh to try it himself...

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I was running 50+ earlier, it slowed down but not that badly. So it's not character controllers themselves maybe collision settings causing a lot of collisions it has to process?

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The reason I ask for a demo of your problem is because I suspect you either have some very unoptimal physics shapes or you are using a high value for the update iterations for the controller. Or there may be some other problem. It doesn't make sense for someone else to try to guess and recreate your program. It's much more efficient to see what you are doing and then see if there are any problems.

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

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  • 14 years later...
On 12/18/2009 at 3:14 AM, TheoLogic said:

LeadWerks has a great C implementation, you can get good looking results in a mum of time, but performance isn't what it should be.

What I would like to see:

- Support for lower specs

- Multithreading (MUST)

The problem is: having a good looking scene with gameplay at decent framerates is hard to get at this moment.

Finished! :D

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

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