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[Bullet] Adding a high amount of physics bodies is significantly slower with Bullet compared to GodotPhysics #30027
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Sample project link is broken. |
Weird.... Just select it, copy and paste |
Still broken for me. Just drag and drop it here on Github. You don't need an external host. |
LINK to project is still broken I was able to reproduce the issue: Run using Bullet, then run using GodotPhysics. |
Do you have areas in your scene? |
No, there is not a single one area |
And Bullet crash app if use multi-thread. Thread thread = new Tread(Gen); Gen() Bullet - crash, GodotPhysics - don't crash... |
The Bullet integration were 2 times slower than the Godot Physics, when adding bodies. Here: #39726 I've improved the timing drastically, please test it and let me know. Thanks for the report! |
By the way, Please don't add collision body from a thread. It's not safe to do. Consider adding it in batch each frame. (This is true for Godot physics and Bullet physics). |
This is kind of clickbait bug, the problem is speed of adding bodies, not physics simulation here. |
Good point, I edited the title to be clearer. |
Godot version: Godot 3.1.1
OS/device including version: Windows 10
Issue description:
When I'm adding 100,000 StaticBodies to the scene, each with CollisionShape, and set on each CollisionShape.disable to true, I have 1 FPS. But when I change to GodotPhysics, I have stable 60 FPS.
Event better, if I use GodotPhysics and set on each CollisionShape.disable to false, I still have 60 FPS (and when using Bullet - 1 FPS).
Steps to reproduce:
Do what I have wrote in Issue description
Here is a little sample project. Camera is not needed
Link
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