Search found 4 matches
- 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...
- 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...
- 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...
- 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...