I am doin racing game, and when I use 4 cars in the scene I have about 4 FPS

Can this lib be optimized somehow for the race only?
and BTW, when can we expect wheel steering ?
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winstrol wrote:i did solve that somehow, but...
I am doin racing game, and when I use 4 cars in the scene I have about 4 FPS
Can this lib be optimized somehow for the race only?
and BTW, when can we expect wheel steering ?
Julio Jerez wrote:collision tree are static yes, Collision trees have a huge limitation to make then dynamics,
Howvere station with 2.09 compound collision can handle unlimited number of convex objects just liek collsiion tree can handle unlimited number of faces.
if you can create your model from a set of convex pieces then you can make dynamics solid artrary shapes.
In the destrution demo the mesh is now made of 9000+ pieces, and the effect is neglegible, in fact collision trees and compound collision are equally efficent in Netwon,
you can make levels of convex shape of 10's of touasnd of pices. maybe you can use that.
I will add a convex aproximation to help make solid meshes from meshes, but that will be for the next, next Beta.
Julio Jerez wrote:Scale? there is the Scale modifier shape that gives you the full scale control. non uniform or uniform scale plus movement of the relative position of the shape. Is not that enought for the job?
Delfi wrote:What you are looking for is NewtonCreateConvexHullModifier and NewtonConvexHullModifierSetMatrix.
This is the only proper way to scale bodies in newton, but it works only with convex hulls.
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