Hey everyone.
I'm using PolyVox to generate Meshes from Voxeldata.
These meshes easily have 4000 triangles for some complex parts.
Also I am changing 8 meshes (each possibly having 4000 triangles) every few frames.
I use one NewtonTreeCollision per mesh. so I end up with about 50-100 NewtonTreeCollisions.
Once all the NetwonTreeCollisions are created the game runs smoothly even if in some setups the total triangle count is somewhere in the millions. (and 5*60 newton updates per second).
So, now to my problem:
The creation of the mesh happens in the same thread, so if I change a single mesh with 4000 triangles, that takes about 40-80 ms depending on the mesh.
This obviously won't do for a realtime game.
Is there any way I could create my Collision in a thread while NewtonUpdate calls are happening in another thread?
Greetings
/ker