aybiss
24-10-2007 18:51:30
I'd like to use Newton to handle my basic phyisics for a game that is going to be very open ended, hence I have some scalability questions.
Is it possible to *really* freeze a body, so that it will not be moved (except perhaps by a 'large' force)? Is it possible to detach the physics altogether from an object that is outside a certain range/still for a certain period, and then plug it back in later?
Finally, in the demos (I'm using MOGRE, it has the demo where you can shoot hundreds of boxes onto the ground) I notice that creating a large pile of boxes leads to a situation where physics is permanently running for objects being 'squashed' in the pile. Is it possible to avoid this effect (in a way not already addressed by the questions above)? Since it is one of the most obvious and likely sources of poor performance in a game where debris is not agressively limited or culled, I'd like to know what can be done to keep performance up under 'extreme' conditions.
While on the subject, are 'modern' physics implementations such as PhysX the same in this respect? I'd hate to go buy a physics card only to discover that even the latest unreal/farscape/quake only lets me stack up twice as many boxes before pagging out as I can now with C#, Newton and a 2.4G Core 2.
Is it possible to *really* freeze a body, so that it will not be moved (except perhaps by a 'large' force)? Is it possible to detach the physics altogether from an object that is outside a certain range/still for a certain period, and then plug it back in later?
Finally, in the demos (I'm using MOGRE, it has the demo where you can shoot hundreds of boxes onto the ground) I notice that creating a large pile of boxes leads to a situation where physics is permanently running for objects being 'squashed' in the pile. Is it possible to avoid this effect (in a way not already addressed by the questions above)? Since it is one of the most obvious and likely sources of poor performance in a game where debris is not agressively limited or culled, I'd like to know what can be done to keep performance up under 'extreme' conditions.
While on the subject, are 'modern' physics implementations such as PhysX the same in this respect? I'd hate to go buy a physics card only to discover that even the latest unreal/farscape/quake only lets me stack up twice as many boxes before pagging out as I can now with C#, Newton and a 2.4G Core 2.