How to Optimize physics for mobile?

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Post » Sat Nov 03, 2012 10:18 pm

I'm looking a workaround to make primitive physics could affect the objects aren't 100% real physics, just primitive physics like 50% and better optimization, do you have an idea?

Thanks
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Post » Sat Nov 03, 2012 10:22 pm

Most important: keep the number of polygons to a minimum
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Post » Sat Nov 03, 2012 10:39 pm

the objects are squares, 4 polygons. I doubt the quantity of objects.
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Post » Sat Nov 03, 2012 11:06 pm

Size and Polygon Settings : Try to keep the physic simulation real and not too heavy !
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Post » Sat Nov 03, 2012 11:57 pm

There's an action for lowering the position/velocity iterations

lowering it is supposed to be less cpu heavy but honestly, last time I fiddled with it it didn't make any difference.
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Post » Sun Nov 04, 2012 1:10 am

[QUOTE=keepee] There's an action for lowering the position/velocity iterations

lowering it is supposed to be less cpu heavy but honestly, last time I fiddled with it it didn't make any difference.[/QUOTE]


i fiddled with iteration mode Fixed to Framerate Independent, it made the difference, the blocks position aren't accurate as well, but faster!
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