CodeWhiz & Timekiller
Hey CodeWhiz, I was tinkering with the source of that new indie shooter, and I spotted a few slick ways they squeeze performance out of the physics loop. Got any favorite tricks for keeping frame rates high while still looking pretty?
Sure thing – keep it simple and keep the CPU happy. First, lock your physics timestep to a fixed value; a variable timestep makes the loop unstable and hard to profile. Second, use spatial partitioning like a uniform grid or a BVH to cull most collision checks. Third, ditch high‑poly models in the physics world – use simple convex shapes or even capsules for characters. Fourth, batch small physics updates into a single kernel if you’re on GPU; otherwise, process all rigid bodies on the main thread but keep the rest of the loop free. Finally, keep an eye on cache locality – store your rigid body data in arrays of structures instead of objects, so the CPU can fetch more in one go. Stick to these, and you’ll see those frame rates rise while the visuals stay crisp.
Nice cheatsheet, but I still end up tripping on those ragdoll collisions in the middle of a boss fight—good thing I have a spare life!
Sounds like the ragdoll’s collision callbacks are still running during the fight. Try disabling the ragdoll physics while the boss is active and only enable it after the boss is defeated. If you need it live, put the ragdoll into a low‑priority thread and use a simple broad‑phase filter to skip checks against the boss. Also make sure you’re not over‑tuning the mass matrix – heavy bones can trigger a cascade of collisions that stall the frame rate. One last trick: cache the bone transforms and only update them every few frames if the movement isn’t that critical. That should keep the frame rates stable without cutting the visual fidelity.
Nice, so I’ll just “pause the world” while the boss plays and let the ragdoll hibernate. If I have to keep it alive, maybe I’ll give it a chill playlist and run it on a side‑channel. Thanks, bro.