kulesz
Member
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PhysX actor limiatation
Hi,
PhysX has limitation to 65535 actors on the scene - which I found pretty troublesome, when I tried to generate large forest today :-/
Could it be resolved somehow?
I'm creating trees dynamically by:
Code:
Game::ObjParamsPtr tree=Game::Objs.ptrRequire("Obj/plant/Tree/0/0.obj");
Matrix m(tree->scale(), Vec(x,y,z));
Game::World.objCreate(*tree, m);
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10-27-2011 05:11 PM |
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Esenthel
Administrator
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RE: PhysX actor limiatation
the limit is probably removed in physx 3.0/3.1, not sure
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11-09-2011 03:56 PM |
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krokodilcapa
Member
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RE: PhysX actor limiatation
Finally, the limitation was removed in physx 3?
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02-20-2013 10:09 PM |
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Esenthel
Administrator
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RE: PhysX actor limiatation
I haven't tested it, but if I remember correctly I didn't encounter any mentions about actor limits in the physx 3, so you can try it out
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02-20-2013 11:46 PM |
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Scarlet Thread
Member
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RE: PhysX actor limiatation
It would be good to know if this has changed. In the last engine I was using they didn't use PhysX because of this limitation which meant using a crappy physics engine instead... lol
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02-22-2013 01:32 AM |
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Zervox
Member
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RE: PhysX actor limiatation
PhysX 3.2.1
Broad Phase
The sdk gracefully handles the case of more than 65536 broadphase pairs and reports a warning that some contacts will be dropped in the event that this limit is exceeded. This affects all platforms except win32/win64/linux/linux64, which support a maximum number of 4294967296 pairs.
Scene Queries
An internal limit of 65536 objects in the scene-query subsytem has been lifted.
(This post was last modified: 02-22-2013 01:55 AM by Zervox.)
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02-22-2013 01:55 AM |
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Scarlet Thread
Member
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RE: PhysX actor limiatation
Awesome
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02-22-2013 02:24 AM |
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krokodilcapa
Member
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RE: PhysX actor limiatation
Thanks Zervox!
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02-23-2013 09:44 AM |
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