Simple Physics Engine SPE Simplified Chinese

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phyar 2007-10-02 09:14:14 14
does SPE handle very large terrain meshes well? (600k to 10M tris) what sort of broadphase is used?
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I just test 500*500(500k triangles) terrain and it works well. I\'ll optimize it to handle 1000*1000(2M triangles) terrain without performance reduction in the next release. I use a special spacial grid to accerate broad phase. Thanks.

t 2007-10-02 07:49:02 13
does SPE handle very large terrain meshes well? (600k to 10M tris) what sort of broadphase is used?

phyar 2007-09-29 08:20:00 12
Hi, is it possible to get a bodys rotation in a euler vector ?
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Euler angle is not supported directly by SPE at present, you need to convert it yourself after you get the rotation matrix.

simon 2007-09-28 19:38:34 11
Hi, is it possible to get a bodys rotation in a euler vector ?

phyar 2007-09-24 19:31:26 10
is it me or is sdk download corupted ?
downloaded like five times with no luck.
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Can you download Demo successfully? You can try to use a download manager to get it.

ghv 2007-09-24 16:13:21 9
is it me or is sdk download corupted ?
downloaded like five times with no luck.

phyar 2007-09-24 09:10:04 8
Can we adjust the simulation accurancy to promote computation efficiency?
The fact is that games do not need accurate simulation. And detail of presentation of objects far from camera is hardly sensed.
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No this functionality at present, but objects far from camera is in fact often be static which need not computation. Thanks

niexuchina 2007-09-23 17:17:04 7
Can we adjust the simulation accurancy to promote computation efficiency?
The fact is that games do not need accurate simulation. And detail of presentation of objects far from camera is hardly sensed.

phyar 2007-09-23 07:57:29 6
I\'m currently considering your physics engine for a commercial terrain engine. Does it work well on a large scale terrain? (~4M++ vertices, not all rendered at the same time of course..)
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I think it will work for you, but initializing the whole terrain as one shape would take a long time, you must split your terrain into small quads. you can cantact me by the email on the bottom of the page if you are really interesting, and I can do some special optimizing for your purpose. Thanks.

marius 2007-09-22 23:08:54 5
I\'m currently considering your physics engine for a commercial terrain engine. Does it work well on a large scale terrain? (~4M++ vertices, not all rendered at the same time of course..)


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