Multiple Rigidbodies per Blender Object -> Possibilities ?

Post Reply
scorpion81
Posts: 11
Joined: Sun Apr 08, 2012 10:01 am

Multiple Rigidbodies per Blender Object -> Possibilities ?

Post by scorpion81 »

Hello,

in blender currently there is a one to one mapping between a Blender Object and a Bullet Rigidbody.
There you have a group of objects, which determines the rigidbody world participants.
For fracture modifier i coded some workaround solution involving a mapping between rigidbodies in the world (with a "linear" index) to
an "object ID, shard ID" "addressing scheme". This mapping array is stored in the representation of the rigidbody world on the blender side.

Now, my question is, how do other applications using bullet solve this multiple rigidbody per Object problem ? Is there maybe a more elegant way
to do this ?
For Blender it was necessary because for thousands of objects in the viewport there is a dramatic collapse of the performance, if you add
or edit one of those many objects.
This doesnt happen if everything happens in one Object.

Bottom line: if anybody has some suggestions or hints how this might be solved in an architectually clever way, please reply here. Thanks :)

Greetings, scorpion81
Post Reply