bullet3/examples/BasicDemo
Lunkhound 1c3686ca51 MultiThreaded Demo:
- fixing various race conditions throughout (usage of static vars, etc)
 - addition of a few lightweight mutexes (which are compiled out by default)
 - slight code rearrangement in discreteDynamicsWorld to facilitate multithreading
 - PoolAllocator::allocate() can now be called when pool is full without
     crashing (null pointer returned)
 - PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe
     (default is un-threadsafe)
 - CollisionDispatcher no longer checks if the pool allocator is full
     before calling allocate(), instead it just calls allocate() and
     checks if the return is null -- this avoids a race condition
 - SequentialImpulseConstraintSolver OPTIONALLY uses different logic in
     getOrInitSolverBody() to avoid a race condition with kinematic bodies
 - addition of 2 classes which together allow simulation islands to be run
   in parallel:
    - btSimulationIslandManagerMt
    - btDiscreteDynamicsWorldMt
 - MultiThreadedDemo example in the example browser demonstrating use of
   OpenMP, Microsoft PPL, and Intel TBB
 - use multithreading for other demos
 - benchmark demo: add parallel raycasting
2016-10-30 12:47:27 -07:00
..
BasicExample.cpp don't use GL_LINEAR_MIPMAP_LINEAR for shadow maps 2016-10-14 15:06:09 -07:00
BasicExample.h enable URDF loading throught the 'File/Open' menu 2015-05-01 11:42:14 -07:00
CMakeLists.txt MultiThreaded Demo: 2016-10-30 12:47:27 -07:00
main.cpp move 'main' functions into a separate folder, to make it easier to create standalone demos (console app without gui, or opengl app, and possibly even other versions, like a software renderer, producing pictures in the cloud) 2016-05-01 14:52:27 -07:00
premake4.lua MultiThreaded Demo: 2016-10-30 12:47:27 -07:00