Nicholas Yiallouris Posted March 11, 2014 Share Posted March 11, 2014 I'd like to know if anyone knows why my bullet sim is only using half of the available threads? Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 11, 2014 Share Posted March 11, 2014 can you upload your scene please Also try the excellent BulletSOP- search the forums here to find out more http://odforce.net/?p=1551 For general multi-threading history in Houdini have a look at this PDF http://www.multithreadingandvfx.org/course_notes/MultithreadingHoudini.pdf And this discussion for other multi-threading behaviours http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=30836 Quote Link to comment Share on other sites More sharing options...
cwhite Posted March 11, 2014 Share Posted March 11, 2014 That's because the Bullet library is (for the most part) not multi-threaded. You can turn on the "Use Parallel Constraint Solver" parameter to switch to a multithreaded implementation of the constraint solver, but it has a few differences in behaviour (see the help card for details). Things like collision detection are not multithreaded, though. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 11, 2014 Share Posted March 11, 2014 As multithreading questions keep popping up every few weeks these days, it might be time for an explanation via lawn mowing Understanding Parallel Computing (Part 2): The Lawn Mower Quote Link to comment Share on other sites More sharing options...
Nicholas Yiallouris Posted March 11, 2014 Author Share Posted March 11, 2014 Fantastic pieces of information, thank you Quote Link to comment Share on other sites More sharing options...
edward Posted March 11, 2014 Share Posted March 11, 2014 Understanding Parallel Computing (Part 2): The Lawn Mower Is that a polite way of telling someone to get off your lawn? Quote Link to comment Share on other sites More sharing options...
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