Comments (4)
The simulation runs across many threads (doesn't matter if you kick it from the main thread or another thread, it will use that thread and as many other threads as you give it - this is abstracted in the JobSystem class with JobSystemThreadPool as a possible implementation). The text above is talking about what happens outside of the physics simulation: You can manipulate bodies and perform collision queries from many threads at the same time.
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Ok. So the main physics loop can exist on the application's main thread, or continuously running on its own thread, and it can be handled just fine provided it has interface access to the application's thread-pool implementation.
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Correct. I'm assuming b.t.w. that 'continuously running' means that the thread continuously runs, not the simulation. During PhysicsSystem::Update the physics system is locked, so other threads cannot read/modify any state. Outside of the PhysicsSystem::Update multiple threads can access and modify the simulation data if you want.
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Gotcha, gotcha. That basically answers the question. So I'm gonna go ahead and close the thread.
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Related Issues (20)
- Some userdata variables are still uint32_t HOT 2
- Support multiple collisions per vertex for a soft body
- CharacterContactListener: add OnContactPersisted and OnContactRemoved HOT 3
- Should DecoratedShapeSettings allow for raw pointers in its constructor? HOT 3
- Epsilon values in asserts causing issues in Debug builds HOT 9
- Automatic transmission HOT 2
- Crash in SkeletonMapperTest sample HOT 3
- [MSVC] Internal compiler error
- Compile error on Sample project HOT 5
- [Question] I intergrate JoltPhysics into my project with exception thrown HOT 1
- Is it possible to cast sphere ? HOT 2
- Misaligned ABI when using JPH_DOUBLE_PRECISION causes a problem on the VirtualCharacter HOT 13
- Slow HeightfieldShape Save/RestoreBinaryState HOT 2
- Poor performance with high amount of static colliders HOT 1
- Why the character cannot collide with the floor ? HOT 1
- [Feature Request] CharacterVirtual needs support for enhanced internal edge removal HOT 4
- Problem serializing/deserializing BodyCreationSettings with sRestoreWithChildren HOT 2
- GCC 14 inlining failed in call to always_inline HOT 2
- Annoying identical color HOT 2
- Assert hit on a scene without constraints w/ `JPH::TempAllocatorMalloc`. HOT 1
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