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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-04-12 16:22:06 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-04-12 18:59:49 -0700
commitb65d6b56fb83fdd745350b6b415bda44dea7398b (patch)
tree966b334bfd6fd0db1bc34163725995256a0aed6b /platform
parent075f358fcddbb3df8417ef85baabdf3684a4efd2 (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 'platform')
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