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Seems that sliding is very expensive now. Indeed, it looks like a Bullet issue.

On the second thought, I have no slowdown on the same slope after some time. Seems that there is something at the beginning of the level.

It was broken in a092d3d38272b68c765778fc97141636296e392b.

Try _The Base_. When Lara start to slide she's awfully slow. But after the grating falls everything returns to normal.

This seems to be exactly the time required to pre-activate all entities. So, this slowdown happens during level initialization.

I've noticed that these entities have ghost collision mesh at the beginning but turned to dynamic collision mesh after initialization. I've tried to look at it in the process using...

And it wasn't ghost before a092d3d38272b68c765778fc97141636296e392b.

Ok, I misinterpreted the colors. What I really meant was that these entities were `Island sleeping` before that commit and become `Active` after it. According to Bullet [wiki](http://bulletphysics.org/mediawiki-1.5.8/index.php/Debug_draw_colors)

Found the reason: ``` diff --git a/src/entity.cpp b/src/entity.cpp index 0fa757b..c626724 100644 --- a/src/entity.cpp +++ b/src/entity.cpp @@ -152,7 +152,7 @@ void Entity::genRigidBody() switch(m_self->collision_type) { case COLLISION_TYPE_KINEMATIC: - m_bt.bt_body.back()->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT); + //m_bt.bt_body.back()->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);^M break;...

Here's excerpt from Bullet wiki: _If you are using kinematic bodies, then getWorldTransform is called every simulation step. This means that your kinematic body's motionstate should have a mechanism to...