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PhysX actor limiatation
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kulesz Offline
Member

Post: #1
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);
10-27-2011 05:11 PM
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Esenthel Offline
Administrator

Post: #2
RE: PhysX actor limiatation
the limit is probably removed in physx 3.0/3.1, not sure
11-09-2011 03:56 PM
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krokodilcapa Offline
Member

Post: #3
RE: PhysX actor limiatation
Finally, the limitation was removed in physx 3?
02-20-2013 10:09 PM
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Esenthel Offline
Administrator

Post: #4
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
02-20-2013 11:46 PM
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Scarlet Thread Offline
Member

Post: #5
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
02-22-2013 01:32 AM
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Zervox Offline
Member

Post: #6
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.)
02-22-2013 01:55 AM
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Scarlet Thread Offline
Member

Post: #7
RE: PhysX actor limiatation
Awesome
02-22-2013 02:24 AM
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krokodilcapa Offline
Member

Post: #8
RE: PhysX actor limiatation
Thanks Zervox!
02-23-2013 09:44 AM
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