PierreTerdiman

Results 46 comments of PierreTerdiman

Would you have the vertex data for these two shapes, by any chance?

**_Does PhysX natively optimize for multiple threads,_** Yes, but only for the simulation itself. For scene queries you have to do it yourself. So if you only have overlap queries,...

Sounds like it's just too few objects, especially if they're simple one-actor-with-one-shape objects. Multithreading has some overhead to manage threads etc, so with small scenes it's actually quite possible (and...

**_I don't have a sense if this is "a lot" of objects_** It's not. Again, ultimately how many objects you can deal with depends on how complex each object is,...

Thank you, will fix.

Yes, the slope limit doesn't work for rounded primitives, since their impact normal varies depending on where you hit them. So their "slope" is not clearly defined. IIRC invisible walls...

**_I noticed in the documentation that there is a capsule obstacle_** Yes, although a capsule obstacle probably wouldn't help here. IIRC there is no difference internally between a regular capsule...

**_Sounds interesting - let me know what you come up with!_** I don't have time to look at it properly right now but here's a simpler version that uses the...

The scene array index is undefined. This should not happen. I suspect it comes from a duplicate pair, that could probably lead to this kind of issues. So that would...

Sorry, no news. I didn't immediately see a reason for this second crash, and this is not something we've seen before (as far as I can gather from other people)....