I have an idea which requires a huge number of spheres (150-200k) with Havok.
My experiments show that above 1000, well, things get noticeably slower.
Is there a way to use that huge of a number of spheres aggregates ? thin instances don’t show what I need,
I just increased the number of cols to 100 for a total number of boxes of 100 *2 * 2 = 400. Look by yourself (warning, it’s very slow).
Bottom line: do we have a way to handle a huge number of spheres with distance contraints and physics?
I think it’s a bad idea in the current shape of it; and that I should find a different solution altogether.
But maybe someone has a way to make it work.
Unfortunately, I don’t know that method, but if it’s feasible, I would also like to know.
In the method I tried previously, a practical limit was about 4000 entities when combining Instancing with Havok.
Instansing + Havok = 4112 Duck(s)
Instansing + Cannon.js + 843 Duck(s)
love the intent but the scale seems huge It would be fun for fluid sim though
cc @carolhmj and @Cedric
I recall even native physics engines being slowed down around 10k objects. You will need to use a gpu particle system. Probably some nbody compute example might be a good starting point.
I changed my way and got a satisfying result with 1000 spheres