Comments (1)
When you said "we do this", it wasn't clear to me, whether "we" referred to Jolt in general, or the game and how it integrates Jolt. Ie. does Jolt rebuild/optimize the broadphase automatically as needed already or not?
This is how Jolt does it in general, it's part of PhysicsSystem::Update.
In my engine, I am adding and activating bodies one by one, which you mention is pretty bad. Of course most of that happens in the first frame when the level is loaded. Should I keep track of this and trigger a rebuild at some point? Should I just rebuild the broadphase for dynamic objects every frame? Are there helpers to do this in the background as you do in the game?
After loading I would recommend calling PhysicsSystem::OptimizeBroadPhase once to fully rebuild the tree (this you can do from a background thread but take care to not modify any bodies while you're doing this). Also when you're loading objects, try to collect all bodies that you're loading and add them as a single batch. If you don't, things will still work but it will be less efficient (in the first few frames).
Also you mentioned that the navmesh generation may run for several seconds, but you said that you swap the broadphase trees at the end of the frame.
I don't think it takes a couple of seconds, I think I said it takes more than a frame. We keep the old tree until the next physics update. At that time we'll lock the broad phase (see BroadPhaseQuadTree::FrameSync) and wait for any query that is still ongoing. Only the broadphase query part of the navmesh generation needs to have finished by that time, after that we've collected a list of TransformedShape which we can use to query triangles without requiring additional locking.
from joltphysics.
Related Issues (20)
- Building with clang using ninja on windows HOT 5
- Use standard types HOT 2
- SixDOFConstraint needs to be able to have non-symmetrical rotation limits
- Toggling manifold reduction doesn't result in any contact callbacks HOT 2
- Mouse input is too sensitive when running samples on a remote machine over Parsec HOT 5
- [Feature Request] Soft-soft collisions and self-collisions HOT 3
- MeshShape: SaveBinaryState and sRestoreFromBinaryState dont work like intended HOT 2
- Performance regression with 9d63f5a2d1b9e426a54dce6c8979e22ff6004eba HOT 9
- [Feature Request] Compute gyroscopic forces HOT 5
- Speculative contact distance affects sensors HOT 1
- Core.h wasn't updated to reflect on the new version HOT 1
- Jolt Complilation Fails on Manjaro Linux HOT 2
- Incorrect moment of inertia for capsule HOT 4
- Soft bodies assert when colliding with ragdolls HOT 4
- Should BodyInterface::MoveKinematic check for SucceededAndIsInBroadPhase ? HOT 2
- Weird angular impulse behaviour (rotational inertia)
- The simulation runs too fast HOT 2
- Build fails using default CMakeLists HOT 4
- Soft bodies elicit a collision response from sensors HOT 1
- Collision with degenerate line triangle HOT 1
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from joltphysics.