Environment
Collide against complex but immovable geometry.
Environment
Ragdoll supports static environments; meaning environments that cannot move or deform, but allow for normal polygonal geometry without the need for a simplified "convex hull".
As you might expect, this works well for environments like terrain and other complex geometry that is otherwise hard to turn into a rounded mesh.
Performance
It's fast.
Normal shapes are limited in how complex they can get, and as such you never really run into a situation where the shape noticeably affects performance.
Triangle meshes are different; they can be of any complexity. Up to millions of polygons and beyond. So it falls upon you to decide where to make the performance/quality tradeoff!
Vertex Count | Cooking Time | Run-time performance |
---|---|---|
400 | 0.39 ms | 685 fps |
8'000 | 3.51 ms | 599 fps |
16'000 | 14.3 ms | 594 fps |
64'000 | 61.5 ms | 327 fps |
256'000 | 287.7 ms | 40 fps |
1'000'000 | 1490 ms | 2 fps |
What is cooking time?
The time it takes for Ragdoll to convert your polygonal geometry into the internal representation needed for collision detection. It involves splitting up the mesh into areas or "zones" for faster lookup.
This only happens when the mesh actively changes and when first opening the Maya scene, and won't affect playback speed.