shadmar Posted July 26, 2013 Share Posted July 26, 2013 Create a project and replace App.lua using this : When I reach about 150 it starts degrading fps when they collide. --This function will be called once when the program starts function App:Start() --Set the application title self.title="$PROJECT_TITLE" --Create a window self.window=Window:Create(self.title) self.window:HideMouse() --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end --Create a world self.world=World:Create() plane = Model:Box(30,1,30) shape = Shape:Box(0,0,0, 0,0,0, 30,1,30) plane:SetShape(shape) camera = Camera:Create() camera:SetPosition(9,3,0) camera:SetRotation(0,-90,0) self.light = DirectionalLight:Create() self.light:SetRotation(25,25,25) self.count=1 --Create a box self.box = Model:Box(1,1,1) self.box:SetPosition(Math:Random(-2,2),Math:Random(5,25),Math:Random(-2,2)) self.box:SetColor(Math:Random(0,1),Math:Random(0,1),Math:Random(0,1)) self.box:SetMass(1) self.box:SetFriction(1,1) self.box:SetCollisionType(Collision.Prop) --Create a shape self.shape = Shape:Box(0,0,0, 0,0,0, 1,1,1) self.box:SetShape(self.shape) self.shape:Release() return true end --This is our main program loop and will be called continuously until the program ends function App:Loop() --If window has been closed, end the program if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end if self.window:MouseDown(1) then -- instance boxes local box=self.box:Instance() box:SetPosition(Math:Random(-2,2),Math:Random(5,25),Math:Random(-2,2)) box:SetColor(Math:Random(0,1),Math:Random(0,1),Math:Random(0,1)) self.count=self.count+1 end --Update the app timing Time:Update() --Update the world self.world:Update() --Render the world self.world:Render() --text self.context:SetBlendMode(Blend.Alpha) self.context:DrawText("FPS: "..Time:UPS(),2,2) self.context:DrawText("Boxes created : "..self.count,2,22) self.context:DrawText("Hold down left mouse button to instance boxes..",2,62) --Refresh the screen self.context:Sync() --Returning true tells the main program to keep looping return true end Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 26, 2013 Share Posted July 26, 2013 Reply will it be possible to be as goood as this one ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
DaDonik Posted July 26, 2013 Share Posted July 26, 2013 Reply will it be possible to be as goood as this one ? Of course it will be as good as that one! The fact that newton runs on the CPU and the demo you show runs on the GPU doesn't affect speed at all! Get a brain...or stop trolling... @ Shadmar Can't try that demo, as i don't have LE3 installed, sorry. Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
YouGroove Posted July 26, 2013 Share Posted July 26, 2013 Nope the problem is that 150 boxes just show LE3 big problem even compared to LE2. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted July 26, 2013 Share Posted July 26, 2013 150 boxes in a pile with stable collision is quite good. Leadwerks 2 couldn't do that. GPU physics tend to treat everything as a fluid, so they tend to get more unstable results, though they can simulate many more particles. I thought by now people had grown tired of the thousands-of-oildrums demos that never make it into actual games. 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...
josk Posted July 26, 2013 Share Posted July 26, 2013 Frames start dropping after 240 ish. can never have too many oildrums. Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
YouGroove Posted July 26, 2013 Share Posted July 26, 2013 DaDonik : Physix from Nvidia indeed pushes performance up, could it be simple physics or complicated fluids. Well don't need to discuss more on the subject as LE3 is not going on Nvidia Physix. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted July 26, 2013 Share Posted July 26, 2013 I talked to the PhysX project director last year and at that time, they could still only support about 50,000 full rigid bodies in a scene, and they didn't have any kind of memory-efficient bodies for large volumes of vegetation. So it would have made large outdoors scenes impossible. 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...
panz3r Posted October 21, 2013 Share Posted October 21, 2013 I don;t wan;t to look like a troll but 150 boxes are a bit low. I think I would need arround 2-3000. For now i go with physics disabled. for 110 000 boxes demo have a look here On a side note is it possible to easily integrate another physics engine ? Late edit: just saw that 1000 boxes are doable in other thread,( which is better) http://www.leadwerks.com/werkspace/topic/7317-physics-has-me-stuck/page__hl__newton__st__40 Quote Link to comment Share on other sites More sharing options...
Josh Posted October 21, 2013 Share Posted October 21, 2013 I just don't see how 110,000 boxes falling is particularly useful for making a game. I'm much more interested in features like our motorized joints, which have tons of practical uses. 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...
panz3r Posted October 21, 2013 Share Posted October 21, 2013 well it would not hurt either to have the engine being able to handle a big number of collision boxes. For example in eve there are fights of 1000vs1000 +5*2000 fight drones +misles. I know the network will become a problem at this point but still is good to know that your game engine can handle this (and people have more bandwitch those day, peer2peer transfer etc) Bottom-line, if engine is not fast enough it will be disqualified from start when an engine is chose for a project. Maybe add a second physics engine with opencl acceleration (bullet). I understood of forum that other people integrated other engines relatively easy in their projects so i imagine would be doable. Quote Link to comment Share on other sites More sharing options...
Josh Posted October 21, 2013 Share Posted October 21, 2013 The Leadwerks physics system is written in such a way that the underlying physics library can be swapped out with something else. I do not have any plans to replace Newton since it provides large-scale maps we can't get with other physics lbiraries, and there is no big reason to move backwards. 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...
Thomas Posted October 23, 2013 Share Posted October 23, 2013 For example in eve there are fights of 1000vs1000 +5*2000 fight drones +misles. 1. Leadwerks is not Carbon. 2. You don't see anything at all in that mess! 3. EVE is space. No terrain or anything. 4. That happens under 10% TiDi... 5. Unless you have carriers on field, there won't be anywhere near that much drones.. Quote LINUX: Viagra for the PC. running Slackware GNU/Linux since 1996 Linux Developer Windows is a 32 bit shell for a 16 bit extension to an 8 bit Operating System designed for a 4 bit microchip by a 2 bit company which can't stand one bit of competition You can protect yourself from the 12/21/12 thing by not using the US short hand date format 21/12/12 ... Nope, that doesn't work 12/12/21 ... Doesn't work either Crisis averted... EVE-Online exclusive 21-day trial Link to comment Share on other sites More sharing options...
tournamentdan Posted October 23, 2013 Share Posted October 23, 2013 I just don't see how 110,000 boxes falling is particularly useful for making a game. I'm much more interested in features like our motorized joints, which have tons of practical uses. Having a bunch of boxes fall and interact with each other is practical for making games. It is a test. You see some people want to make games that have destructible objects in them. And what better way to see how many objects or small pieces the engine and hardware can handle. To me, being able to have destructible environment is much more game play than opening a door Quote Link to comment Share on other sites More sharing options...
Josh Posted October 23, 2013 Share Posted October 23, 2013 Let's see what the situation is with the next patch. My goal is not to win the falling box wars, but there should be support for a good amount of fast stacking objects. 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...
panz3r Posted October 23, 2013 Share Posted October 23, 2013 1. Leadwerks is not Carbon. 2. You don't see anything at all in that mess! 3. EVE is space. No terrain or anything. 4. That happens under 10% TiDi... 5. Unless you have carriers on field, there won't be anywhere near that much drones.. a bit offtopic but i will answer 1. no idea what carbon is, if is eve engine , that is a big pile of ....mostly because made in python(interpreted language etc) 2. irelevant, the objects needs to move and physics(collisions) needs to be calculated 3. never said anything about terrain, but about collisions 4. still happens and need to work 5. almost any ship in eve have 5 drones Quote Link to comment Share on other sites More sharing options...
BES Posted October 30, 2013 Share Posted October 30, 2013 Yeah I was sort of disappointed by this test : http://www.youtube.com/watch?v=YmFJ_QAz07A was 5000 cubes ...comp started lagging badly... Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
xtreampb Posted November 1, 2013 Share Posted November 1, 2013 If you really want so many boxes to collide then implement your own physics engine, or write openCL code to send your calcs to you GPU, but your GPU does floating point calculations so then you mights start to see inaccurate results. Like everything else in the technology industry, there is a tradeoff. more accurate, but a little slower results, or faster results that are less accurate. It is possible to interchange the physics engine if you really want to support more bodies at once. I think you should try to come up with some alternatives when talking about a completely interactive/destructive environment. you should think about how you would implement that, would things break and bodies made on collisions. will the body dimensions be determined by the characteristics of the impact. I feel as though everyone keeps asking josh to make a collision object that stores your model, and upon collision, will automatically break the model and do all the thinking for the programmer. That may or may not be the case but that is how i see it coming across as. Quote bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post! Link to comment Share on other sites More sharing options...
Arinthian Posted November 1, 2013 Share Posted November 1, 2013 a bit offtopic but i will answer 1. no idea what carbon is, if is eve engine , that is a big pile of ....mostly because made in python(interpreted language etc) 2. irelevant, the objects needs to move and physics(collisions) needs to be calculated 3. never said anything about terrain, but about collisions 4. still happens and need to work 5. almost any ship in eve have 5 drones I really shouldn't drag this conversation on, but I'd like to point out that EVE is run by pure targeting, which means no actual collision detection/rigid body physics is used. when it comes to moving, it's just a matter of calculating the distance between nearby objects and your ship, and deceleration/changing course if it comes to near. you can't actually collide with objects in the game from my experience, therefore you don't need any physics collision calculations at all. when it comes to firing, as long as your within the weapon's required distance, you will always hit, no collision calculations are ever done, especially since you can't dodge with your ships in the game. this makes EVE an invalid example to use for comparison. A better idea would be to look at games like battlefield, or gta, or just cause 2, and try to get an idea of how many rigid bodies are falling about on your average playthrough. unless you have a very specific reason for many thousands of rigid bodies, 100-1000 is a good amount, especially if you handle it smartly. (eg. disabling rigid bodies when at rest, only enabling them when an object is destroyed, finding the right balance of accuracy/speed, etc.) Quote Link to comment Share on other sites More sharing options...
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