Comments (6)
Are any of the objects moving? Or is the whole scene static?
Can you profile the code to see where time is being spent?
Also make sure you're testing a Release build. Debug builds have extra overhead which make the program much slower.
Let me know if you need help figuring out how to profile the program.
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They're static. But yes I'm in debug mode. Maybe I need to compile rp3d in release and my code in debug. I'll run gprof though and see what comes out.
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Can I disable the debugging stuff while remaining in non-release build?
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You can enable optimization (eg -O2 or -O3) on the rp3d Debug library, but mixing Debug and Release builds isn't recommended, if it will compile at all.
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Thanks. I turned off debug drawing - are there any other options like that I might have missed that are on by default?
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Try profiling with the orbit profiler to find out where most of the time is being spent.!
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Related Issues (20)
- The library conflicts with X11 HOT 4
- Collision detection in an octree HOT 1
- BallAndSocketJoint goes invalid if the bodies are too heavy HOT 2
- Instantiate multiple PhysicsCommon instances HOT 4
- Potential memory leak on rigid body create/destroy HOT 4
- Jump and First Person HOT 1
- Memory leaks HOT 9
- ConvexMeshShape colliders not colliding properly
- Get all objects overlapped by sphere HOT 1
- Total force differs with update timestep? HOT 2
- Collision category bits HOT 4
- Bounciness HOT 2
- Are different dworlds threadsafe? HOT 3
- Capsule vs triangle edge, no contact if edge parallel HOT 3
- SingleFrameAllocator and multiple world instances. HOT 1
- How does the sensor need to be implemented? HOT 2
- mBaseAllocator.release pure virtual method called causing SIGABRT HOT 2
- A ton of compiler errors when trying to compile with Make. HOT 1
- RigidBody::raycast gives incorrect result in raycastInfo for body with multiple colliders + solution HOT 1
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