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Messages - grog

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16
Support / Re: Collision allocations
« on: April 21, 2011, 10:49:46 pm »
Thanks.  The performance is roughly the same if I remove the octree.  If it is normal to expect a GC every two seconds or so, I suppose I can live with it.  I understand that some allocations are unavoidable.  The framerate is good beside the little stutter at each GC. I'll just hope that the stuttering doesn't get out of hand as more objects are added.

17
Support / Re: Collision allocations
« on: April 21, 2011, 07:52:25 pm »
No, I am not using any collision listeners.  I have a simple mesh loaded as a map (two cubic rooms with a couple of corridors between them) with an octree, and a couple of meshes for players within it.  I'll list what seems to be getting allocated for each iteration:
  • Plane and SimpleVectors in World.doWorldCollisionEllipsoid()
  • int[] and Object[] in OcTree.getColliderLeafs()
  • SimpleVector in World.checkObjCollisionEllipsoid()
  • SimpleVector and CollisionInfo in World.checkSomeCollisionEllipsoid()
  • Matrix in cloneMatrix() called from Object3D.getWorldTransformation() in ellipsoidIntersectsAABB()

18
Support / Re: Collision allocations
« on: April 20, 2011, 08:05:00 am »
I am using the latest beta, I believe.  From the version updates thread on this forum.

19
Support / Collision allocations
« on: April 19, 2011, 11:39:09 pm »
I am working on a little project and I noticed that the GC seems to be running every couple of seconds and causing noticeable stuttering despite my efforts to avoid object allocations.  Using the Dalvik allocation tracker, I see that many objects are being allocated during runtime by the ellipsoid collision detection methods (Object3D.checkForCollisionEllipsoid).  Has anyone else encountered similar problems and can offer a solution or workaround to cut down on GCs?  I would hope to avoid it, but might switching to spherical or ray-polygon collisions result in fewer allocations?  Thanks in advance.

Also, since this is my first post here, I would like to say thank you to Egon for this wonderful engine.

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