veledan on 2/12/2005 at 19:29
Did anyone discover whether it was possible to turn the physics back off again by script? That could open the door to some pretty impressive triggered collapses :eek:
Ziemanskye on 2/12/2005 at 19:58
The physics stops when things stop moving.
veledan on 2/12/2005 at 20:18
Komag's fps didn't appear to recover much after his tests. Was it a combination of poor fps and lots of crates taking ages to settle properly that caused that effect?
In theory then it would have returned to normal eventually... and I might get away with having a cool collapse in an FM provided the components settle quickly :ebil:
OrbWeaver on 2/12/2005 at 21:07
Quote Posted by Ziemanskye
The physics stops when things stop moving.
I'm not sure that's true. The "simulate physics from game start" option will cause the physics to run continuously, even while nothing is moving, which suggests that there is no automatic deactivation of stationary objects (unless it is specifically overridden by the setting).
Mandrake on 2/12/2005 at 21:10
Quote Posted by Ziemanskye
The physics stops when things stop moving.
Actually, it doesn't. You can choose a property (I think its on by default) that physics for a given object isn't calculated until it is touched by another moving object, but once a physics object is touched, it continues to be calculated for the rest of the mission.
rujuro on 2/12/2005 at 21:34
Are you sure about that? I didn't think Havok worked that way.
Ziemanskye on 2/12/2005 at 23:13
I'll experiment when I have time.
So far as I know, Havok by default stops simulating when things stop moving.
I'm reasonably sure Flesh wont have overridden that. But I'll admit I'm not entirely sure it hasn't.
Krypt on 3/12/2005 at 00:32
For a long time it calculated physics for every object all the time, even when nothing was moving. It was sloooooooow. Oh man was it awful. Eventually they optimized it so an object's physics isn't activated until it is bumped for the first time, which is why in some cases you can knock the bottom object out of a stack and the top one floats. It also stops calculating when the object stops moving or when the object is no longer rendering, so it doesn't spend time calculating physics on the other side of the map.
Komag on 3/12/2005 at 01:40
My fps would never recovered though, even after the collapse was over for a long time. Maybe when a lot of boxes are just barely touching and at odd angles after the fall, they may look still but are not at "equilibrium" yet or something. Perhaps they need to lay flat before they are considered "not moving".
I should try making a couple hallways and other rooms with zoneportals, and wander over there after the collapse, to see if the framerate goes back up, and then come back into the room and see what's up.
Ringer on 3/12/2005 at 02:17
Quote Posted by Komag
So, to get 30 fps on that run I'd have to have a cpu that is rougly 900 times faster than current! And that's without any lighting!
I remember reading not that long ago about another addon card that will just handle the physics portion of programs only...