|
@@ -173,6 +173,7 @@ int main(int argc, char** argv)
|
|
|
JobSystemThreadPool job_system(cMaxPhysicsJobs, cMaxPhysicsBarriers, thread::hardware_concurrency() - 1);
|
|
|
|
|
|
// This is the max amount of rigid bodies that you can add to the physics system. If you try to add more you'll get an error.
|
|
|
+ // Note: This value is low because this is a simple test. For a real project use something in the order of 65536.
|
|
|
const uint cMaxBodies = 1024;
|
|
|
|
|
|
// This determines how many mutexes to allocate to protect rigid bodies from concurrent access. Set it to 0 for the default settings.
|
|
@@ -181,10 +182,12 @@ int main(int argc, char** argv)
|
|
|
// This is the max amount of body pairs that can be queued at any time (the broad phase will detect overlapping
|
|
|
// body pairs based on their bounding boxes and will insert them into a queue for the narrowphase). If you make this buffer
|
|
|
// too small the queue will fill up and the broad phase jobs will start to do narrow phase work. This is slightly less efficient.
|
|
|
+ // Note: This value is low because this is a simple test. For a real project use something in the order of 65536.
|
|
|
const uint cMaxBodyPairs = 1024;
|
|
|
|
|
|
// This is the maximum size of the contact constraint buffer. If more contacts (collisions between bodies) are detected than this
|
|
|
// number then these contacts will be ignored and bodies will start interpenetrating / fall through the world.
|
|
|
+ // Note: This value is low because this is a simple test. For a real project use something in the order of 65536.
|
|
|
const uint cMaxContactConstraints = 1024;
|
|
|
|
|
|
// Create mapping table from object layer to broadphase layer
|