[Opensim-dev] Prospective ODE physics changes

M.E. Verhagen marceled9 at gmail.com
Tue Jan 3 22:28:59 UTC 2012


Maybe it is a good idea to also update the ode to the 0.11 version ?

2012/1/3, Adams, Robert <robert.adams at intel.com>:
>> ...
>> According to [2], the maximum reported scripting collision contacts is 8.
>>
>> Testing with 8 on Wright Plaza today in the Tuesday meeting seemed to
>> greatly reduce physics scene time compared to
>> previously without any apparent loss of required fidelity (50ms with 18
>> avatars, albeit mostly sitting down -
>> unfortunately I didn't record previous week's numbers but they were
>> higher.  Nebadon tested one of his vehicles).
>
> Looking at the code, contacts_per_collision is the number of collision
> points reported by ODE for each collision -- like a prim sitting on rough
> terrain and touching multiple places on the ground. Reducing the count to 8
> means that no more than 8 contact points will be reported by ODE and, if
> there are more, you can't be sure you get the 'best' ones.
>
> I suspect that most of the time there are only a few contact points so it
> doesn't make sense that reducing the number from 80 to 8 would significantly
> reduce the compute time. If it is the number of contact points causing the
> computation overhead then ODE must be normally returning more than 8 contact
> points. Is this really the case? Or is something else going on?
>
> -- ra
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