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authorSheikh Dawood <[email protected]>2018-05-25 09:54:38 -0500
committerSheikh Dawood <[email protected]>2018-05-25 09:54:38 -0500
commitb99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1 (patch)
treede67d7adc7cc66d44c3e0a399d94d1db6bcebd0c /PhysX_3.4/Documentation/PhysXGuide/Manual/BestPractices.html
parentPhysX 3.4, APEX 1.4 patch release @23933511 (diff)
downloadphysx-3.4-b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1.tar.xz
physx-3.4-b99b3783cd7e3fb1bb0a07dc472b2fc000c4cdc1.zip
PhysX 3.4, APEX 1.4 patch release @24214033v3.4.2
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXGuide/Manual/BestPractices.html')
-rw-r--r--PhysX_3.4/Documentation/PhysXGuide/Manual/BestPractices.html17
1 files changed, 11 insertions, 6 deletions
diff --git a/PhysX_3.4/Documentation/PhysXGuide/Manual/BestPractices.html b/PhysX_3.4/Documentation/PhysXGuide/Manual/BestPractices.html
index af56ac02..92f976ad 100644
--- a/PhysX_3.4/Documentation/PhysXGuide/Manual/BestPractices.html
+++ b/PhysX_3.4/Documentation/PhysXGuide/Manual/BestPractices.html
@@ -6,7 +6,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
- <title>Best Practices Guide &mdash; NVIDIA PhysX SDK 3.4.1 Documentation</title>
+ <title>Best Practices Guide &mdash; NVIDIA PhysX SDK 3.4.2 Documentation</title>
<link rel="stylesheet" href="../_static/nvidia.css" type="text/css" />
<link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
@@ -15,7 +15,7 @@
<script type="text/javascript">
var DOCUMENTATION_OPTIONS = {
URL_ROOT: '../',
- VERSION: '3.4.1',
+ VERSION: '3.4.2',
COLLAPSE_INDEX: false,
FILE_SUFFIX: '.html',
HAS_SOURCE: true
@@ -24,7 +24,7 @@
<script type="text/javascript" src="../_static/jquery.js"></script>
<script type="text/javascript" src="../_static/underscore.js"></script>
<script type="text/javascript" src="../_static/doctools.js"></script>
- <link rel="top" title="NVIDIA PhysX SDK 3.4.1 Documentation" href="../index.html" />
+ <link rel="top" title="NVIDIA PhysX SDK 3.4.2 Documentation" href="../index.html" />
<link rel="up" title="User&#39;s Guide" href="Index.html" />
<link rel="next" title="Migrating From PhysX SDK 2.x to 3.x" href="MigrationFrom28.html" />
<link rel="prev" title="Extending Serialization" href="ExtendingSerialization.html" />
@@ -39,7 +39,7 @@
<li class="right" >
<a href="ExtendingSerialization.html" title="Extending Serialization"
accesskey="P">previous</a> |</li>
- <li><a href="../Index.html">NVIDIA PhysX SDK 3.4.1 Documentation</a> &raquo;</li>
+ <li><a href="../Index.html">NVIDIA PhysX SDK 3.4.2 Documentation</a> &raquo;</li>
<li><a href="Index.html" accesskey="U">User's Guide</a> &raquo;</li>
</ul>
</div>
@@ -126,6 +126,10 @@
<h3>Use the insertion callback when cooking at runtime<a class="headerlink" href="#use-the-insertion-callback-when-cooking-at-runtime" title="Permalink to this headline">¶</a></h3>
<p>Use PxPhysicsInsertionCallback for objects that are cooked at runtime. This is faster than first writing the data to a file or a memory buffer, and then passing the data to PhysX.</p>
</div>
+<div class="section" id="kill-kinematic-pairs-early">
+<h3>Kill kinematic pairs early<a class="headerlink" href="#kill-kinematic-pairs-early" title="Permalink to this headline">¶</a></h3>
+<p>If you do not need them, use PxPairFilteringMode::eKILL to disable kinematic pairs earlier in the pipeline.</p>
+</div>
<div class="section" id="the-well-of-despair">
<h3>The &quot;Well of Despair&quot;<a class="headerlink" href="#the-well-of-despair" title="Permalink to this headline">¶</a></h3>
<p>One common use-case for a physics engine is to simulate fixed-size time-steps independent of the frame rate that the application is rendered at. If the application is capable of being rendered at a higher frequency than the simulation frequency, the user has the option to render the same simulation state, interpolate frames etc. However, sometimes it is not possible to render the scene at a frequency higher-or-equal to the simulation frequency. At this point, the options are to either run the physics simulation with a larger time-step or to simulate multiple, smaller sub-steps. The latter is generally a preferable solution because changing the size of time-steps in a physics simulation can significantly change perceived behavior. However, when using a sub-stepping approach, one must always be aware of the potential that this has to damage performance.</p>
@@ -387,6 +391,7 @@ The transformation is performed as follows (in pseudo-code):</p>
<li><a class="reference internal" href="#use-the-scene-query-and-simulation-flags">Use the scene-query and simulation flags</a></li>
<li><a class="reference internal" href="#tweak-the-dynamic-tree-rebuild-rate">Tweak the dynamic tree rebuild rate</a></li>
<li><a class="reference internal" href="#use-the-insertion-callback-when-cooking-at-runtime">Use the insertion callback when cooking at runtime</a></li>
+<li><a class="reference internal" href="#kill-kinematic-pairs-early">Kill kinematic pairs early</a></li>
<li><a class="reference internal" href="#the-well-of-despair">The &quot;Well of Despair&quot;</a></li>
<li><a class="reference internal" href="#pruner-performance-for-streamed-environments">Pruner Performance for Streamed Environments</a></li>
<li><a class="reference internal" href="#performance-implications-for-multi-threading">Performance Implications for Multi-Threading</a></li>
@@ -451,12 +456,12 @@ The transformation is performed as follows (in pseudo-code):</p>
<li class="right" >
<a href="ExtendingSerialization.html" title="Extending Serialization"
>previous</a> |</li>
- <li><a href="../Index.html">NVIDIA PhysX SDK 3.4.1 Documentation</a> &raquo;</li>
+ <li><a href="../Index.html">NVIDIA PhysX SDK 3.4.2 Documentation</a> &raquo;</li>
<li><a href="Index.html" >User's Guide</a> &raquo;</li>
</ul>
</div>
<div class="footer">
- &copy; Copyright 2008-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.
+ &copy; Copyright 2008-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.
</div>
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