• Physics bodies created in the same location creates too many
    collision arbiters when added to the space, and initialization
    takes too long
    
    Solution: ensure that they are positioned separately before
    adding to the space.
    
    Note, if there are so many particles that they overlap, then collision
    is noticeably slow.
    
    Change-Id: I88f8ce970bcceb90b213d0f9999400a4e2134944
    Signed-off-by: David Steele <david.steele@samsung.com>
    David Steele authored
     
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  • Added option to execute physics or animation benchmark.
    
    Change-Id: I5ecf677cb296e02fecc1fa2287da2141bdbcf191
    Signed-off-by: David Steele <david.steele@samsung.com>
    David Steele authored
     
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  • Since we were create new animations every PropertyNotify, and at that time,
    we iterate whole balls.
    
    If event thread time delayed (~= the ball is very much) event callback
    stacked a lot, and then break the app.
    
    To avoid it, we make the number of animations relative with ball +
    change the animation only if we need, not always.
    
    It will reduce the event thread overhead.
    
    Change-Id: Ic6da267e827d012c9e68c7d64594596f3617233a
    Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
    Eunki, Hong authored
     
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  • First 30s, runs N balls using Animation & property notification that don't
    interact,
    Second 30s, runs N balls using 2D Physics and collisions.
    
    N by default is 500, but can be changed on the command line.
    FPS tracking is automatically switched on for this benchmark
    
    (Also changed CMakeLists.txt to be able to work as a subdirectory
    in a multi-repo build)
    
    Change-Id: Iccee1d40650563e3f45e021b4fb3fff871cc393e
    David Steele authored
     
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