adam Posted April 5, 2016 Share Posted April 5, 2016 On 4/4/2016 at 4:37 PM, Threedy said: It seems that CannonJS is the bottleneck so far (and I don't think there is a better Javascript 3D physics engine performance wise at the moment). Oimo is faster, but has less features. Threedy 1 Quote Link to comment Share on other sites More sharing options...
adam Posted April 5, 2016 Share Posted April 5, 2016 You might want to consider running OIMO Haxe on the server compiled to C++. https://github.com/vujadin/OimoHx Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted April 5, 2016 Share Posted April 5, 2016 it would be safe to bet you are not using clones or instances of your cube mesh, and are calling a new draw for all of them. Quote Link to comment Share on other sites More sharing options...
Threedy Posted April 5, 2016 Author Share Posted April 5, 2016 Quote it would be safe to bet you are not using clones or instances of your cube mesh, and are calling a new draw for all of them. It's not babylonjs related since I have tried adding only 250 boxes on Cannonjs only (so without Babylonjs, on the server). It then gave the lag. It could be something different I am probably missing though, with cannon. Perhaps I need to use some sort of copy regardless inside of Cannon I'm yet not aware of? I understand from another forum topic that the server loop on the client side and server side (in terms of physics) should be the same? So for cannon, let's say 1/60 as timestep? Quote Link to comment Share on other sites More sharing options...
Nikos123 Posted February 10, 2017 Share Posted February 10, 2017 looks like cannonjs is the most popular option.. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.