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 Post subject: Phys2D Lag
PostPosted: Tue Apr 17, 2012 9:28 am 

Joined: Mon Aug 22, 2011 7:54 pm
Posts: 14
I've been working on porting some things to android and have used Slick-AE to do so. I am using the Phys2D physics engine for all my game objects and have noticed extreme lag when I have only about 15 items in the World. I have attempted to minimize the World's collision accuracy to possibly speed up each step but to no avail. The problem occurs at the world.step(delta / 1000f) method. I am wondering if anyone has any advice?

 Post subject: Re: Phys2D Lag
PostPosted: Thu May 03, 2012 5:03 pm 
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Joined: Thu Jan 13, 2011 4:42 pm
Posts: 349
Sorry that this response is so late, but I do have a bit of suggestion.

My first suggestion is to use the libgdx Box2D Physics engine. It is a java binding of a native library, which in practical terms, means it works really fast. Box2D also has more features than Phys2d in my experiance with one exception: Box2d does not have direct support for concave polygons. This can be overcome by adding several shapes to a single body. Box2D is also kinda non-user-friendly (what with needing to make a body def to make a body and a shape def to make a shape and all...), but it is the most certain method I have for speeding up physics. I have personally used this engine to simulate a few hundred bodies (with maybe ten dynamic ones) at a time.

However, if you need to use Phys2D, I'm afraid I don't have enough experience with the engine to help you optomize.

"Artificial intelligence will never be a match for human stupidity" - "Jamos Kennedynos"

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