Browse Source

Added comments.

Jorrit Rouwe 3 năm trước cách đây
mục cha
commit
bc60af328b
1 tập tin đã thay đổi với 3 bổ sung0 xóa
  1. 3 0
      HelloWorld/HelloWorld.cpp

+ 3 - 0
HelloWorld/HelloWorld.cpp

@@ -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