just tweaked some load balancing constants

This commit is contained in:
Turanszki Janos
2018-11-09 21:35:05 +00:00
parent 1763713688
commit 8ea712526d
2 changed files with 5 additions and 3 deletions
+4 -2
View File
@@ -10,6 +10,8 @@
#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
#include <mutex>
using namespace std;
using namespace wiECS;
using namespace wiSceneSystem;
@@ -18,7 +20,7 @@ using namespace wiSceneSystem;
namespace wiPhysicsEngine
{
bool ENABLED = true;
wiSpinLock physicsLock;
std::mutex physicsLock;
btVector3 gravity(0, -10, 0);
int softbodyIterationCount = 5;
@@ -316,7 +318,7 @@ namespace wiPhysicsEngine
btVector3 wind = btVector3(weather.windDirection.x, weather.windDirection.y, weather.windDirection.z);
// System will register rigidbodies to objects, and update physics engine state for kinematics:
wiJobSystem::Dispatch((uint32_t)rigidbodies.GetCount(), 8, [&](JobDispatchArgs args) {
wiJobSystem::Dispatch((uint32_t)rigidbodies.GetCount(), 256, [&](JobDispatchArgs args) {
RigidBodyPhysicsComponent& physicscomponent = rigidbodies[args.jobIndex];
Entity entity = rigidbodies.GetEntity(args.jobIndex);
+1 -1
View File
@@ -1334,7 +1334,7 @@ namespace wiSceneSystem
}
const uint32_t small_subtask_groupsize = 64;
const uint32_t small_subtask_groupsize = 1024;
void RunPreviousFrameTransformUpdateSystem(
const ComponentManager<TransformComponent>& transforms,