Hi all,
I've tried my Tokamak based program on a slow machine (266 MHz K6). It's too slow, obviously. However, estimations put decent performance at 800 MHz, whereas my target audience really needs to be around 500 MHz.
To get realistic gravity, gravity's set high with 3 samples. I'm wondering if the new Tokamak has fixed the need for high samples? Development's on a temporary hold so can't try it myself at the mo'. If not, is there an alternative physics engine that runs on a much faster solver?
I've got practically zip money to spend, to free is good. I also don't need any fancy features. Sphere, boxes, custom static scenery meshes to collide with. Tokamak has so far been very simple for me and great. The only reason to consider a change is better performance. How do Newton and ODE rate, pricewise and performance wise (don't care for features!)
cheers
I've tried my Tokamak based program on a slow machine (266 MHz K6). It's too slow, obviously. However, estimations put decent performance at 800 MHz, whereas my target audience really needs to be around 500 MHz.
To get realistic gravity, gravity's set high with 3 samples. I'm wondering if the new Tokamak has fixed the need for high samples? Development's on a temporary hold so can't try it myself at the mo'. If not, is there an alternative physics engine that runs on a much faster solver?
I've got practically zip money to spend, to free is good. I also don't need any fancy features. Sphere, boxes, custom static scenery meshes to collide with. Tokamak has so far been very simple for me and great. The only reason to consider a change is better performance. How do Newton and ODE rate, pricewise and performance wise (don't care for features!)
cheers