1K spheres, 7 static boxes.
It has been a hard day: the communication between Bullet and Ogre has been completely reviewed:
- update of the physical world is now linked to the Ogre rendering cycle through Ogre::RenderQueueListener, meaning a more consistent frame cycle;
- PObjects (any renderable object in the scene) are smart enough to update the correct engine, ogre when no physic, bullet when physic is enabled;
- anti-explosion tests are refusing to parent 2 objects having physic enabled.
The work is not finished yet, and a serious stress test should be done.
See samples/0.1/example.bulletspring in the repository for the code of the example.
After the popcorn test, the lottery test. Nice 🙂