Based on feedback from another professional game company, there are several improvements, including some API change...
Some dynamic memory allocations have been replace by pool allocation or stack allocations. quantized aabb versus quantized aabb overlap check is made branch-free (helps a lot on consoles PS3/XBox 360) Collision algorithms are now created through a new btDefaultCollisionConfiguration, to decouple dependency (this is the API change): Example: btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration(); m_dispatcher = new btCollisionDispatcher(collisionConfiguration);
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@@ -170,7 +170,8 @@ void ColladaDemo::initPhysics(const char* filename)
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m_ele = 60;
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m_forwardAxis = 1;
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btCollisionDispatcher* dispatcher = new btCollisionDispatcher();
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btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
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btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
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btVector3 worldMin(-1000,-1000,-1000);
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btVector3 worldMax(1000,1000,1000);
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btBroadphaseInterface* pairCache = new btAxisSweep3(worldMin,worldMax);
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