Search found 4 matches

by azert24
Thu Apr 28, 2022 10:29 am
Forum: Support and Development
Topic: Crash when ~900 rigidbodies collide
Replies: 7
Views: 2982

Re: Crash when ~900 rigidbodies collide

For me it runs at 60 fps as long most of the balls are bouncing around. (even with 1000 balls) But when the balls stop bouncing and settle on the the ground, fps goes down to 30. Then suddendly all the balls jump up and a few frames later it freezes. I think it is like BrotSagtMist wrote, the simul...
by azert24
Thu Apr 28, 2022 10:26 am
Forum: Support and Development
Topic: Crash when ~900 rigidbodies collide
Replies: 7
Views: 2982

Re: Crash when ~900 rigidbodies collide

Don't make .... 900 rigid bodies? Maybe if it's past a certain number like 500 or 700 you can delete the older ones (that is if you store them in a table, if not then.... store them in a table). I know what you mean, but it seems like the engine can handle that large amount of physics objects and p...
by azert24
Thu Apr 28, 2022 7:50 am
Forum: Support and Development
Topic: Crash when ~900 rigidbodies collide
Replies: 7
Views: 2982

Re: Crash when ~900 rigidbodies collide

No crash here, just ultra slow fps. You are simply hitting a bordercase at the bottom where there are more balls than avaiable space. This would would freak out any simulation. Ok I understand, but is there anything I can do to prevent this ? Maybe there is a way to detect this is going to happen a...
by azert24
Wed Apr 27, 2022 8:31 pm
Forum: Support and Development
Topic: Crash when ~900 rigidbodies collide
Replies: 7
Views: 2982

Crash when ~900 rigidbodies collide

Hey guys, I'm looking to maximize the number of rigid bodies in a small simulation I'm making. However, I'm encountering trouble when too many physics objects collide : Love2D just crashes :( Is there any way to do anything about this without doing object pooling ? (I really want to be able to simul...