CollisionResponse problem

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happyer
Posts: 17
Joined: Wed Aug 15, 2007 2:07 pm

CollisionResponse problem

Post by happyer »

If my game has many characters in a small room, and each of them needs to be affected by collision and gravity, so I should do a createCollisionResponseAnimator for each of them? However, I add one character the animator, and the fps is around 25 already. I add two and it becomes 10. There is a big lagging. So what should I do if I want many SceneNode to be affected by collision and gravity?

Code: Select all

scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(meta, player, vector3df(20,20,20), vector3df(0,-1,0), vector3df(0,-10,0));
	player->addAnimator(anim);
	anim->drop();
anything wrong??

Thanks for helping
happyer
Posts: 17
Joined: Wed Aug 15, 2007 2:07 pm

Post by happyer »

any suggestions?
xray
Posts: 231
Joined: Fri Feb 02, 2007 1:06 pm
Location: Germany, Munich
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Post by xray »

It is better to take an extern physics engine for your collision/gravity problem. For example you can use newton. The collisions manager from irrlicht isnt as good and fast as this extern engines. You will find alot informations here in irrlicht forum about newton and other physics...
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