Q&A [Yet another thread by tree786] #73
Replies: 25 comments 97 replies
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Yes I saw that the thread was deleted. I haven't seen that happen before. |
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It is making sense to me now. A higher delta time will result in bigger
impulses, and a bigger impulse will result in a greater change in velocity.
This velocity will then be assigned to the rigid body and cause these
vibrations. The right solution is to use an external system and have it all
be calculated in the physics threads using the fixed delta time.
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[Q] General benchmarks for edyn?Do you have an idea of how many rigid bodies edyn is "designed" to handle at a comfortable framerate (e.g. 60fps)? I find that when I spawn over 100 rigid bodies (say ~170 or more), my fps gets a hit. That's partially due to rendering aspect (more meshes in the word), but was wondering what "maximum" ball-park limits edyn can handle to keep a steady-ish framerate? Have you been able to run simulations with, say 2000 rigid bodies, without tanking performance? I haven't done any serious benchmarking, but just curious to see general rigid body limits |
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[Q] cone constraint parametersI was looking into the cone constraint example in the testbed, but I don't understand what the following paramaters are:
What do |
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Trying to work with
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