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Please forgive me if there's an obvious reason why I shouldn't be doing this, but I'd like to remove things from my simulation periodically beyond just particles. For instance, if I create a body that has associated edges, particles and constraints, I'd like to be able to remove the entire thing from the simulation at a certain point.
I was able to accomplish this for my purposes by adding an isDestroyed to Edge and adding a cull pass into the simulator for the edge list. I can submit a PR with that change if that's valuable.
In general, I'd just like to start a discussion as to the right approach for removal of complex bodies from the simulator.
The text was updated successfully, but these errors were encountered:
Hi! And definitely, this should be a feature. I would like to in general revisit the destruction/culling of all types - removal needs to be fast but also as automated as possible (without thrashing the GC or leaking memory).
Please forgive me if there's an obvious reason why I shouldn't be doing this, but I'd like to remove things from my simulation periodically beyond just particles. For instance, if I create a body that has associated edges, particles and constraints, I'd like to be able to remove the entire thing from the simulation at a certain point.
I was able to accomplish this for my purposes by adding an
isDestroyed
toEdge
and adding acull
pass into the simulator for the edge list. I can submit a PR with that change if that's valuable.In general, I'd just like to start a discussion as to the right approach for removal of complex bodies from the simulator.
The text was updated successfully, but these errors were encountered: