iversons
03-11-2006 08:59:22
20 human walking in a simulation already make it very slow . Are there any solutions to reduce the complexity? I have used the addforce() and addtorgue() to do the position update and they will walk randomly around the space. I guess the reason is collision problem?
I am using P4 Dual Core 2.8G with 1GB RAM, and the display is GeForce 7800 PCI
and the mesh model i am using is from Ogre example "ninja.mesh"
Thanks
HexiDave
03-11-2006 13:11:01
20 "ninja" walk animations are slow on that machine? I detect a "compiled in debug mode" problem here. Try re-compiling in Release and make sure that the ninja mesh is running in hardware-accelerated animation mode (using the vertex shaders - should be, but look at the SkeletalAnimation demo for info on how to check.)
I had 40+ higher poly characters bouncin all over the place on a crap PC and was still getting 30 fps.
walaber
03-11-2006 17:31:55
i believe he is animating the characters through physics, which is causing the problem..
are the characters simple shapes, or fully articulated?
iversons
04-11-2006 17:46:16
I'm using a box collision shape to each character.
CollisionPrimitives::Box(m_World, Vector3(5,10,2), Quaternion::IDENTITY, Vector3(0,5,0));
I used addforce(), addTorgue() to accomplish the movement of character, also with animation states (walk)