PhilT Posted April 15, 2018 Share Posted April 15, 2018 Yeah, I noticed it jumping back up to 60FPS when things settle down but I didn't always see this. I guess that means we can leave the impostors hanging around rather than trying to optimise them away at least until the scene gets really crazy! I've been talking about this over at if you want to continue the conversation there. Maybe leave this to Energy.js specific stuff. Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted April 15, 2018 Author Share Posted April 15, 2018 @PhilT http://www.babylonjs-playground.com/#URPXQB#4 . It's quite better here. Physics engine have their own specifications, it's quite hard to compare them even with raw perfs. Could you share your code, It will be interesting for me to see what value you used with the engines. BitOfGold 1 Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted April 16, 2018 Author Share Posted April 16, 2018 @PhilT, Ok I see your file, main problem with physic engine is there are a hundred ways to do the same thing. Look at this one : http://www.babylonjs-playground.com/#URPXQB#12 Fps is better and at the end we have a solid 60 fps, because idle boxes are out of the simulation. They are not totally out, if a new collision occurs, they will be in again in the simulation. PhilT 1 Quote Link to comment Share on other sites More sharing options...
PhilT Posted April 16, 2018 Share Posted April 16, 2018 That's great! Thanks @Samuel Girardin! I'll get that incorporated this week. Quote Link to comment Share on other sites More sharing options...
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