ShutUp & Divan
Been building a custom engine and stuck on how to balance performance and realism for physics. Got any thoughts?
It’s like walking a tightrope—you keep tightening the physics until the engine starts to wobble. Start with the big forces that really matter and throw out the tiny ones that hardly change the result, then profile the parts that still bite. If the scene is mostly static, a simple Verlet integration with a fixed time step is enough; for fast‑moving objects, add a predictor‑corrector or a simplified collision response. The trick is to keep a clean benchmark loop, so you can see how each tweak shifts the balance. And remember, sometimes the “real” thing you’re after is just a convincing approximation, not an exact replica of the universe.
Sounds like a good plan. Just keep the tests isolated, skip the micro‑forces, and iterate on the few that actually hurt frame‑rate. Simplicity wins most times.
Nice, that sounds solid—focus on the heavy hitters, keep the small stuff out of the loop, and iterate on the ones that actually throttle the FPS. Simplicity is the sweet spot, after all.
Got it. I’ll start profiling the heavy forces and prune the rest. Simplicity wins.
Sounds like a good route—just remember to keep an eye on the trade‑offs; sometimes a tiny tweak in a “minor” force can save a frame in a tight spot. Happy pruning!
Will keep an eye on those trade-offs, thanks.
Sure thing—good luck with the tuning!
Thanks. Will do.