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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-04-12 16:22:06 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-04-12 18:59:49 -0700 |
commit | b65d6b56fb83fdd745350b6b415bda44dea7398b (patch) | |
tree | 966b334bfd6fd0db1bc34163725995256a0aed6b /modules/gltf/gltf_skin.h | |
parent | 075f358fcddbb3df8417ef85baabdf3684a4efd2 (diff) |
Godot Physics solver optimization
Several optimizations in the way solver islands are processed in both
2D and 3D physics:
- Use LocalVector instead of linked list to avoid cache misses (with
persistent storage based on worst case scenario)
- Remove pairs when setup fails (no valid contact) to avoid unnecessary
solving of non-colliding rigid bodies just to return immediately
Diffstat (limited to 'modules/gltf/gltf_skin.h')
0 files changed, 0 insertions, 0 deletions