Comments (4)
The simulation runs across many threads (doesn't matter if you kick it from the main thread or another thread, it will use that thread and as many other threads as you give it - this is abstracted in the JobSystem class with JobSystemThreadPool as a possible implementation). The text above is talking about what happens outside of the physics simulation: You can manipulate bodies and perform collision queries from many threads at the same time.
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Ok. So the main physics loop can exist on the application's main thread, or continuously running on its own thread, and it can be handled just fine provided it has interface access to the application's thread-pool implementation.
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Correct. I'm assuming b.t.w. that 'continuously running' means that the thread continuously runs, not the simulation. During PhysicsSystem::Update the physics system is locked, so other threads cannot read/modify any state. Outside of the PhysicsSystem::Update multiple threads can access and modify the simulation data if you want.
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Gotcha, gotcha. That basically answers the question. So I'm gonna go ahead and close the thread.
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Related Issues (20)
- How is Jolt with networked games?
- Building with clang using ninja on windows HOT 5
- Use standard types HOT 2
- SixDOFConstraint needs to be able to have non-symmetrical rotation limits
- Toggling manifold reduction doesn't result in any contact callbacks HOT 2
- Mouse input is too sensitive when running samples on a remote machine over Parsec HOT 5
- [Feature Request] Soft-soft collisions and self-collisions HOT 3
- MeshShape: SaveBinaryState and sRestoreFromBinaryState dont work like intended HOT 2
- Performance regression with 9d63f5a2d1b9e426a54dce6c8979e22ff6004eba HOT 9
- [Feature Request] Compute gyroscopic forces HOT 5
- Speculative contact distance affects sensors HOT 1
- Core.h wasn't updated to reflect on the new version HOT 1
- Jolt Complilation Fails on Manjaro Linux HOT 2
- Incorrect moment of inertia for capsule HOT 4
- Soft bodies assert when colliding with ragdolls HOT 4
- Should BodyInterface::MoveKinematic check for SucceededAndIsInBroadPhase ? HOT 2
- Weird angular impulse behaviour (rotational inertia)
- The simulation runs too fast HOT 2
- Build fails using default CMakeLists HOT 4
- Soft bodies elicit a collision response from sensors HOT 1
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