Performance Optimization
Optimize physics for better performance:
// Configure physics engine for performance
const physicsEngine = scene.getPhysicsEngine();
// Set physics timestep (smaller = more accurate but slower)
physicsEngine.setTimeStep(1/60);
// Enable sub-stepping for more stable simulation
physicsEngine.setSubTimeStep(2); // 2 sub-steps per frame
// Performance techniques
// 1. Use simpler collision shapes
// Sphere and box impostors are much faster than mesh impostors
const complexMesh = BABYLON.MeshBuilder.CreateTorusKnot("complex", {}, scene);
complexMesh.position.y = 5;
// Use a bounding box instead of exact mesh shape
const boundingInfo = complexMesh.getBoundingInfo();
const dimensions = boundingInfo.boundingBox.extendSize.scale(2);
complexMesh.physicsImpostor = new BABYLON.PhysicsImpostor(
complexMesh,
BABYLON.PhysicsImpostor.BoxImpostor,
{ mass: 1, friction: 0.5, restitution: 0.3 },
scene
);
// 2. Use sleep states for static objects
ground.physicsImpostor.sleep(); // Put a static object to sleep
// 3. Group small objects into compound objects
const smallObjectsParent = new BABYLON.Mesh("smallObjects", scene);
for (let i = 0; i < 10; i++) {
const small = BABYLON.MeshBuilder.CreateBox(`small${i}`, {size: 0.2}, scene);
small.position.x = i * 0.3 - 1.5;
small.position.y = 2;
small.parent = smallObjectsParent;
}
// Treat them as one physics object
smallObjectsParent.physicsImpostor = new BABYLON.PhysicsImpostor(
smallObjectsParent,
BABYLON.PhysicsImpostor.BoxImpostor,
{ mass: 2, friction: 0.5 },
scene
);
// 4. Disable physics for distant objects
// Create a function to check distance from camera
const maxPhysicsDistance = 50; // Maximum distance for active physics
scene.onBeforeRenderObservable.add(() => {
// Get active camera position
const cameraPosition = scene.activeCamera.position;
// Check all physics objects
for (const mesh of scene.meshes) {
if (mesh.physicsImpostor) {
const distance = BABYLON.Vector3.Distance(mesh.position, cameraPosition);
// Enable/disable physics based on distance
if (distance > maxPhysicsDistance) {
if (!mesh.physicsImpostor.isDisposed) {
// Store current state before disabling
mesh._physicsEnabled = false;
mesh._linearVelocity = mesh.physicsImpostor.getLinearVelocity().clone();
mesh._angularVelocity = mesh.physicsImpostor.getAngularVelocity().clone();
mesh.physicsImpostor.sleep(); // Put to sleep to reduce computation
}
} else if (mesh.hasOwnProperty("_physicsEnabled") && mesh._physicsEnabled === false) {
// Re-enable physics and restore velocity
mesh._physicsEnabled = true;
mesh.physicsImpostor.wakeUp();
if (mesh._linearVelocity) {
mesh.physicsImpostor.setLinearVelocity(mesh._linearVelocity);
}
if (mesh._angularVelocity) {
mesh.physicsImpostor.setAngularVelocity(mesh._angularVelocity);
}
}
}
}
});