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Git Commits -> Revision 4ae4ecd

Revision 4ae4ecd by Benoit Bolsee (master)
July 21, 2008, 12:37 (GMT)
BGE patch: Optimization of bullet adaptation layer - part 1.

First batch of optimizaton of the bullet adaptation layer in the BGE.
- remove circular motion state update.
- optimization of physic adaptation layer for bullet: bypass
unecessary conversion of rotation matrix to quaternion and back.
- remove double updates during object replication.

Commit Details:

Full Hash: 4ae4ecd3ce3528a3a29ebdaaab8bb2eb01c0f5bf
SVN Revision: 15668
Parent Commit: 8f17a66
Lines Changed: +57, -21

12 Modified Paths:

/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp (+3, -2) (Diff)
/source/gameengine/Ketsji/KX_BulletPhysicsController.h (+1, -1) (Diff)
/source/gameengine/Ketsji/KX_GameObject.cpp (+1, -1) (Diff)
/source/gameengine/Ketsji/KX_IPhysicsController.h (+2, -1) (Diff)
/source/gameengine/Ketsji/KX_OdePhysicsController.cpp (+2, -1) (Diff)
/source/gameengine/Ketsji/KX_OdePhysicsController.h (+1, -1) (Diff)
/source/gameengine/Ketsji/KX_RadarSensor.cpp (+4, -2) (Diff)
/source/gameengine/Ketsji/KX_Scene.cpp (+9, -4) (Diff)
/source/gameengine/Ketsji/KX_SumoPhysicsController.cpp (+2, -1) (Diff)
/source/gameengine/Ketsji/KX_SumoPhysicsController.h (+1, -1) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp (+28, -6) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.h (+3, -0) (Diff)
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