PJani wrote:Collision scaling will help

. But ...
Agree, I actually have a 1/3 quater wroking and it is a huge mess, very risky and hard to follow, I tryed to bite too much in one go.
I save and I am adding slowelly one funtionality at a time, and keepin geyh egine workig at all time.
The scale si very cool, bu teh are more ungent stuff.
PJani wrote: the most waited part is still multi sampled friction(for vehicles)

also agree, thse weekeng I will complte the vehice, I am resucutating aprt f teh vehicle model of newtopn 1.3
and even making more improvement. I t wil no be simpel cars, it will be any kind of contation of articulated bodies.
but It will be demostated with a car, and anothe demo that I do n oknwo what it will be yet.
Basically I will expose the solver so that the end application can make call to it to solve localized systems of joint and bodies.
My goal of to complete the super car demo.
PJani wrote:Offtopic: what is the maximal number of collisions per compound? What is the big-O for n of collisions in compound?
evert collision system pairs has a limit of 16 contact, in can calulate up 128 but the it filetr then to 16.
That bewten a pairs of bodies.
there is not limit are to how many bodies a compound can collide with.
PJani wrote:So if i use listeners in new version then i can use cocurrent mode. hmm that could work if i make some kind of buffering layer in between so i don't get raceconditions.
The beauty of moving subsystem to a listerner is that you will not nee to worrie about race conditions, and yet they still use parallel cores.
if you chek teh SDK, teh main loop run all tow listedr already, and I will add more