Physics performance

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Physics performance // Archive: Tech Forum

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Post by Asem // Apr 15, 2006, 1:18pm

Asem
Total Posts: 255
I have noticed that when a certain number of objcets are used ( total ) that when you try to use physics ( after creating physics objects ) that ts7 will freeze and when I say freeze I mean seem to be working but I can't move through LE and when I try to click the physics button to turn it off(which is highlighted) everthing will freeze and ts7 will not respond anymore. I also noticed that the physics will act funny if you try and do it under the ground plane ( the checkered plane thingy ) unless there is a way of turning something off that will actually make it work correctly?


I've tested this with a very simple scene with boxes at around contained in an outer wall and created 3 sets with all boxes with physics ( probably about 16*3 boxes total ). I've also tried this on spook house.


Spook house contains about 25,000 polygons and has about 80 objects. I wanted to test rusted chain (and then later attach a doll to it :) ) but at the moment there are only 11 objects with applied physics and it can't run. I can go through my scene just fine as though it was 30fps or higher. Also the scenes mentioned to make sure I selected ever object and moved it above the xy axes so that its higher then the ground plane.


I'm not completely sure but isn't the physics due to the cpu and not the videocard or must they work hand-in-hand and if so that would mean I need a better videocard? Any thoughts?

Post by Bobbins // Apr 15, 2006, 10:10pm

Bobbins
Total Posts: 506
Physics is CPU dependant, so your graphics card shouldn't be a problem if you can navigate around the scene OK.


It's not clear if you are running the physical simulation from the Player or the Model side. tS7 has two completely independant physical simulation engines each with their own icon to start and stop.

On the Model side it is the engine from tS6.6 which is slower when calculating lots of objects and not so good with multiple colliding objects - such as simulating a chain.


The physics engine on the Player side is completely re-written and handles the above much better.


I've just tried running a simulation with the objects below ground level - in both cases the objects do not move although the CPU is busy calculating. Are you able to run the sample tS7 physics scenes like 'chains' in the Player? How does that run on your machine?

Post by Asem // Apr 16, 2006, 3:04am

Asem
Total Posts: 255
Sorry forgot to specify that, anyways it is the physics on the player side the one on the lower left-hand side. I tested the chain effect to and it works just fine it's just for some reason when I have a certain amount of objects either it's not calculating or it's running slow( on my system because I have no idea if it's the same effect for everone else ), too slow for me not to know if it is working and slow enough to stop ts7 from clompletely working or something else. So I don't know what the case is?


I have a xeon 3.2Ghz processor with a 1gb of memory (I'm only running one)

Post by mrbones // May 15, 2007, 10:32pm

mrbones
Total Posts: 1280
pic
if save animation is checked, simulation will run slower because it is recording keyframes.

Sorry forgot to specify that, anyways it is the physics on the player side the one on the lower left-hand side. I tested the chain effect to and it works just fine it's just for some reason when I have a certain amount of objects either it's not calculating or it's running slow( on my system because I have no idea if it's the same effect for everone else ), too slow for me not to know if it is working and slow enough to stop ts7 from clompletely working or something else. So I don't know what the case is?


I have a xeon 3.2Ghz processor with a 1gb of memory (I'm only running one)

Post by Asem // May 16, 2007, 12:38pm

Asem
Total Posts: 255
The problem was that I wasn't recording frames and I haven't yet tested to see if the problem still exist for tS7.5 which I've actually noticed a performace boost in this version and am loving it I've even started compilling bugs of my on and I'm up to about 8 which some have not been posted about yet (kinda hard when your internet is down but I shall have it back today!).
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