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Is there a way to prevent performance loss when coliding with other vehicle? #248

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TheUnknownGuyFromRoR opened this Issue Jun 7, 2015 · 3 comments

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TheUnknownGuyFromRoR commented Jun 7, 2015

The issue is very well known- a massive performance loss when two vehicles are coliding. Is there a way to limit it? And will it need massive re-programming to work?

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Max98 Jun 7, 2015

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only_a_ptr found out that a vehicle A checks if it collides with B, but also B checks if it collides with A which is a problem.
I believe that this is going to be fixed.

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Max98 commented Jun 7, 2015

only_a_ptr found out that a vehicle A checks if it collides with B, but also B checks if it collides with A which is a problem.
I believe that this is going to be fixed.

@Max98 Max98 added the bug label Jun 7, 2015

@Max98 Max98 added this to the Post-Nextstable milestone Jun 7, 2015

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only-a-ptr Jun 11, 2015

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@TheUnknownGuyFromRoR : Yes, there is a way to limit it, and yes, it will need massive re-programming. I haven't analyzed the simulation code in depth, but here are some rough notes:

  • Physics simulation in RoR is generally slow, the more N/B, the worse.
  • When 2 vehicles get close, RoR launches detailed collision-detection, which takes it's toll.
  • The bounding-box collision detection (detects whether vehicles are close) is pretty badly coded. This might be the reason why putting 3+ vehicles next to each other causes painful FPS death.
    I'm preparing to improve performance in this area, but right now I'm busy with 0.4.5
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only-a-ptr commented Jun 11, 2015

@TheUnknownGuyFromRoR : Yes, there is a way to limit it, and yes, it will need massive re-programming. I haven't analyzed the simulation code in depth, but here are some rough notes:

  • Physics simulation in RoR is generally slow, the more N/B, the worse.
  • When 2 vehicles get close, RoR launches detailed collision-detection, which takes it's toll.
  • The bounding-box collision detection (detects whether vehicles are close) is pretty badly coded. This might be the reason why putting 3+ vehicles next to each other causes painful FPS death.
    I'm preparing to improve performance in this area, but right now I'm busy with 0.4.5

@only-a-ptr only-a-ptr added enhancement coding and removed bug labels Jun 12, 2015

@Hiradur Hiradur removed this from the Post-Nextstable milestone Oct 24, 2015

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ulteq Jan 30, 2016

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This should be much less of a problem after: #466

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ulteq commented Jan 30, 2016

This should be much less of a problem after: #466

@ulteq ulteq closed this Jan 30, 2016

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