I have a question regarding rigid bodies in bullet physics.

At the moment I have low-poly asteroids, which I create a convex Hull shape. Then I add a motion state and give them a linear velocity.

Collision and everything is working fine, if its a low amount of asteroids (less than 5).

But as soon as the amound of objects in the world get higher, my framerate starts to drop under 1 FPS.

I have a Intel i56600k and a AMD Fury. Could it be related to my hardware? Or is bullet limited in this regard? Or did I do something wrong in my program?

I'm writing the game in C++.

  • \$\begingroup\$ What is the count of objects? \$\endgroup\$ – Sidar May 25 '18 at 10:37
  • \$\begingroup\$ I just found the problem. Apparently the debug drawer is costing me all the performance, if i turn it off, i can easily handle more than 1000 Objects without dropping to less than 200 FPS. \$\endgroup\$ – Anima May 25 '18 at 11:21

Apparently, the Debug Drawer i was using was responsible for the performance Issues.

When it is turned off, everything is working as expected.


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