[Opensim-dev] PhysX vs. BulletSim vs. ODE
Michael Emory Cerquoni
nebadon2025 at gmail.com
Wed Feb 3 16:59:44 UTC 2016
I have done 100's of these kinds of tests by the way, so that hat!
https://www.youtube.com/user/nebadon2025/search?query=bulletsim
On Wed, Feb 3, 2016 at 11:55 AM, Michael Emory Cerquoni <
nebadon2025 at gmail.com> wrote:
> I am mostly going on prim counts i have rezzer that shows counter of how
> many prims emitted, generally when i see prim objects start flying off in
> various directions, some objects get frozen in the air until i select the
> item then it falls, its always around 800-1000 prim objects this starts,
> its quite easy to see the viewer starts to flounder with around 1000
> physical prim objects, it is not rocket science.
>
> On Wed, Feb 3, 2016 at 11:42 AM, Cinder Roxley <cinder at alchemyviewer.org>
> wrote:
>
>> On February 3, 2016 at 9:15:12 AM, Michael Emory Cerquoni (
>> nebadon2025 at gmail.com) wrote:
>>
>> The bigger problem is that after about 1000 physical objects the viewer
>> cant handle that many updates anymore, so realistically unless we get a new
>> viewer and much much better protocols, the real limit is not bound to the
>> physics engine on any level, our ability to send 1000s of updates to the
>> viewer in real-time is the real issue.
>>
>>
>> Err, what hat did you pull *that* figure out of?
>>
>> --
>> Cinder Roxley
>> Sent with Airmail
>>
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>>
>
>
> --
> Michael Emory Cerquoni
>
--
Michael Emory Cerquoni
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