Hi: I'm working on a destruction system. In my test I create a teapot,and split it into 15 pieces of fragments in the 3dsmax.And for each piece,I create a convex hull and convert them into Havok Mopp format shape.And on these shapes I create 15 rigid bodies and add them to the simulation world. At the beginning period(about 0.5~1 second) of the simulation,the performance is quite low.Each step(50ms) cost about 500ms.And after the pieces scatter around,the step cost reduce to about 1 ms.I know at the beginning period,all the pieces are so close to each other and there must be a lot of penetration.This definately will cost more calculation time.But is it really normal to cost aboult 500ms? There are only 15 rigid bodies ,each with about 20~30 triangles. It seems something must be wrong. Can someone help me to analysis this situation? The attachment is a hkm file recording the whole simulation.
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