I'm back working on my verlet vehicle program and have been in the process of adding back in the Train .. for those who remember.
The problem I'm having is that on a straight peice of track ( the grey line ) blitz collisions take between 0 and 1 ms.

When the train is going round a bend ... which consists of around 20 polys blitz collisions can take up to 16ms which isn't acceptable.

I've never run into anything like this before with blitz collisions but this kind of thing can almost half the FPS for what seems like no apparent reason. The entire world collision proxy mesh is no more than 2000 polys and only 16 pivots are checking for collisions here. The strange thing is that with my race track model ( approx 10k polys ) I never have this problem. It's kinda driving me insane :(
Has anyone come across this before and know the reason behind it? Suggestions , explanations and resolutions are most welcome :)
I'm using v1.87 btw.
Cheers
Stevie
The problem I'm having is that on a straight peice of track ( the grey line ) blitz collisions take between 0 and 1 ms.
When the train is going round a bend ... which consists of around 20 polys blitz collisions can take up to 16ms which isn't acceptable.
I've never run into anything like this before with blitz collisions but this kind of thing can almost half the FPS for what seems like no apparent reason. The entire world collision proxy mesh is no more than 2000 polys and only 16 pivots are checking for collisions here. The strange thing is that with my race track model ( approx 10k polys ) I never have this problem. It's kinda driving me insane :(
Has anyone come across this before and know the reason behind it? Suggestions , explanations and resolutions are most welcome :)
I'm using v1.87 btw.
Cheers
Stevie