Efficieny of simulating 2 worlds at the same time?
Posted: Mon May 29, 2017 9:59 am
I need to know and manipulate the world before a collision happens. This means changing the world while it is stepping. The only possible solution to this is running simulation steps in a replica of the original world too and if anything collides, I will know those things and before running steps in the original world I will manipulate the original world, then, I will delete the replica world and create another one to keep both worlds in sync.
Is this an acceptable solution for an average game with around 120 rigid bodies?
Is this an acceptable solution for an average game with around 120 rigid bodies?